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S TATION

UNKNOWN

a solitaire game of
starfleet command
STATION UNKNOWN
1st Edition

© S. Read 2020

Cover image: “First Steps” by Mitchell


Jamieson/Courtesy of the Smithsonian National Air
and Space Museum
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THE YEAR IS 2159…
…and humanity has spread to the stars. The upstart
species enters a galaxy full of alien life and adventure.
The Leonid Hegemony expands its martial empire, its
fierce Lionships the vanguard of merciless conquest.
The Grey flicker through space in deadly Shadow
Cruisers, manipulating galactic politics through
subterfuge and violence.
The sentient Ooze gathers itself into living spaceships
and horrible monsters, seeking to turn all life into goo.
Terrifying beasts hide in dark places on alien planets,
protecting valuable resources and ruins.
Pirates and rebels seek fortune and political change
throughout the galaxy, threatening the uneasy peace
maintained by the almighty Directorate.
You are an officer in the Directorate Space Fleet. You
have been assigned to a colony station, an outpost on
the far frontier of human civilization.
In order to survive, you will need to parley with alien
neighbors and restless locals, explore hostile planets,
probe the depths of space, and win battles against the
galaxy’s most fearsome foes.
TABLE OF CONTENTS
GAME OVERVIEW 7
COMPONENTS 7
SET UP 8
TURN STRUCTURE 9
THE ORDERS PHASE 10
EXAMPLE ORDERS 11
PLANET GENERATION 15
HOSTILE PLANETS 16
WARRANTS 17
OPERATIONS 18
PATROLS 18
PROBES 19
EXTRACTION 20
CONSTRUCTION 21
DIPLOMACY 22
THE REQUISITION PHASE 23
THE FIRST REQUISITION PHASE 24
PRESTIGE POINTS 25
SHIPS, CHARACTERS, AND STRUCTURES 26
EXAMPLES 27
THE EVENTS PHASE 30
THE AI PHASE 31
ENEMY REACTIONS 32
DIPLOMATIC REACTIONS 35
THE ACTION PHASE 36
UNIVERSAL ABILITIES 37
MOVEMENT 38
DIPLOMATIC ACTIONS 39
WARMONGERING 40
REBELLION 41
TRADE DISPUTES 42
TABLE OF CONTENTS, CONT’D.
PANDEMICS 43
JOINT VENTURES 44
CEREMONIES 45
HOSTAGE NEGOTIATION 46
UNORDERED ACTIONS 47
PLANNING 47
THE BATTLE PHASE 48
SETTING UP A BATTLE 50
BATTLE ROUNDS 49
THE PLAYER ROUND 50
DEALING DAMAGE 51
ELIMINATION 52
BOARDING ACTIONS 53
PLANETARY LANDINGS 54
THE ENEMY ROUND 55
ENEMY LANDINGS 56
ENEMY BOARDING ACTIONS 57
THE PLANET ROUND 58
THE WITHDRAWAL ROUND 59
ENDING A BATTLE 60
ENDING A TURN 60
ENDING THE GAME 61
LINKING SESSIONS TOGETHER 62
APPENDIX: TABLES 64
APPENDIX: UNIT TEMPLATES 103
THE DIRECTORATE 104
THE GREY 119
THE OOZE 121
THE LEONID HEGEMONY 123
MARAUDERS 125
APPENDIX: PREMADE SCENARIOS 127
GAME OVERVIEW
INTRODUCTION
STATION UNKNOWN is a solitaire game of starfleet command. You will manage a frontier
space station, building ships and recruiting officers to carry out your orders and maintain
peace in the sector.

You will fight battles, make diplomatic choices, conduct strategic missions, and carefully
develop your operational force.
Each game session is meant to feel like a season of a sci-fi TV show, and multiple sessions
can be linked together.

COMPONENTS
This is a “print-and-play” game,
meaning its components are
meant to be printed out and
lightly assembled before play. 86 16

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You’ll need to print the starmap 85

and set of blank tiles found on 76


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page 3 of this book in order to 26

play the game. 83 13

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This rulebook is rather long and 74
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heavy on examples—you don’t 72 22
need to print the whole thing. I
recommend printing out the 62 32
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tables and rules reference at the 64 52 42 34
back of the book (also offered 65 35

as a standalone download) 53 43

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You’ll also need a variety of 36

dice—D4, D6, D8, D10, D20, 55 45


and some scratch paper. 46
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GAME SET UP
To set up a game, you should first choose whether to play an Op, a Campaign, or a
Tour of Duty. This determines the length and scale of the game session.

You will generate a set of Orders based on your choice.


An Op is two Orders (~1 hour playtime)
A Campaign is four Orders (~3 hours playtime)
A Tour of Duty is eight Orders. (~5 hours playtime)
The game concludes when you have succeeded or failed at carrying out all of your
assigned Orders, or when the Station is destroyed.
PLAYING THE GAME
TURN STRUCTURE
The game proceeds in a series of turns divided into several phases. The phases are as
below:

• The Orders Phase: the game objectives are generated


• The Requisition Phase: the player builds ships and recruits characters
• The Events Phase: Random events occur
• The AI Phase: Non-player entities act
• The Action Phase: The player acts
• The Battle Phase: Battles are fought
The phases are described in more detail in the following sections.
THE ORDERS PHASE
In the Orders Phase, you will generate a
set of Orders that will determine your
game objectives. Orders are meant to
represent directives from high command.
Although new Orders may be generated
during the game, the Orders Phase only
takes place on the first turn of the game.
Once you have resolved all of your
Orders, the game ends.
To generate Orders, you will roll dice
while following a series of tables. These
rolls will determine the nature of the
Order along with a set of coordinates.
The first roll you make is a series: 1d8 >
1d6 > 1d6 > 1d6. You should note the
sequence of the dice, either by using a
color code or rolling one at a time.
The first two dice, the d8 and the d6,
determine the coordinates of the roll. The
d8 determines the first number in the final
Zone number, the d6 determines the
second number in the final Zone number.
A result of 1 on the d6 indicates that the
Order is focused on the Station zone itself,
meaning that the d8 result doesn’t matter.
Refer to the Orders and Station Orders
Tables to interpret the results of the
second two rolls. Depending on your
results, you may be instructed to make
further rolls after that.
EXAMPLE: LOCATING ORDERS
Let’s take a closer look at Order generation. I’ll generate 2 Orders, what’s needed for an
Op.
To make an Order roll, first roll 1d8 and 1d6 together. The d8 will determine the first
column, i.e. the arc., and the d6 will determine the second column, i.e. the distance, of a
Zone number.

If the d6 result is a 1, that means that the Order will relate to Alpha Station.
A. For example, rolling a 1 on the d8 and a 5 on the d6 will result in an Order
relating to Zone 15.
B. Rolling a 6 on the d8 and a 1 on the d6 will result in an Order relating to
Alpha Station.

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EXAMPLE: CLASSIFYING ORDERS.
Once the coordinates are established, you roll to determine the nature of the Order.
The three tables below are your primary reference points.
You’ll first roll 1d6 on the Orders Table to determine whether the Order is a Warrant,
which calls for the elimination of an enemy force, or an Operation, which encompasses
a variety of different missions. Then you’ll roll another d6 to determine the type of
Warrant or Operation.

ORDERS OPERATIONS
1d6 Order Type 1d6 Order Type
1-3 Warrant (a) 1 Patrol (a)
4-6 Operation (b) 2 Probe (b)
3 Extraction (c)
Notes:
a) Roll on the Alien Force Table to determine 4 Construction (d)
the nature of the Warrant
b) Roll on the Operations Table to determine 5-6 Diplomacy (e)
the nature of the Operation

Notes:
a) Roll again. 1-3 this is a planetary patrol; 4-6
ALIEN FORCE it is a space patrol. In the former case, roll to
generate a planet on the Planet Table
1d6 Enemy Force b) Roll again. 1-3 this is a planetary probe; 4-6
1-2 The Ooze (a) it is a space probe. In the former case, roll
to generate a planet on the Planet Table
3-4 The Grey (b) c) Roll on the Planet Table
d) Roll on the Structures Table to determine
5-6 The Leonid Hegemony (c) what you need to build. If you need to
build a planetary structure, generate a
Notes: planet to host it.
a) Roll four times on the Ooze Table to build the force. e) Roll on the Diplomatic Event Table to
b) Roll four times on The Grey Table to build the force. further detail the diplomatic event.
c) Roll three times on the Leonid Hegemony Table to
build the force. Refer to rules section “Ending the Game” for
details on what constitutes success or failure for
If any planetary units are generated in this process, these operations
generate a planet to host them using Table C.

Refer to rules section “Ending the Game” for details


on what constitutes success or failure in resolving a
warrant.
EXAMPLE: WARRANT
Let’s look back at our initial order coordinates, Zone 15 and the Station Zone, and fully
build out their Orders..
For Zone 15, I roll a 3 on the first d6, indicating a Warrant. I roll a 4 on the second d6,
indicating a Grey force. As instructed by Note B on the Warrant Table, I refer to Table:
The Grey, rolling a d6 four times to generate the opposition.
I come up with the following:
Grey Battle Walker
Grey Legion
Grey Shadow Cruiser
Grey Stiletto Fighter

A mixture of planetary units and spaceships. The inclusion of the planetary units means
I’ll need to generate a planet to host them, which is explained in the next section.

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Fighter Cruiser
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Legion Walker 83 13

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EXAMPLE: STATION DIPLOMACY.
For the second Order, I refer to the specific STATION ORDERS
Station Orders Table when rolling my first
d6. 1d6 Operation Type
1-3 Upgrade Station (a)
I roll a 5, indicating a Diplomatic Event. I
refer to the Diplomatic Event Table to 4-6 Diplomacy (b)
determine the nature of the event, rolling an Notes:
3 to indicate a Trade Dispute. I’ll refer to a) Spend 10 RP on new Station equipment to
further details in the rules as instructed. execute. May not be spent in the 1st
requisition phase
b) Roll on the Diplomatic Event Table to further
The rules details for Trade Disputes instruct detail the event. Do not generate a host
me to determine the faction involved in the planet—the event is taking place on the
trade dispute. I roll a d6 as instructed and, Station.

with a result of 6, identify the Leonids as the You will look at this table when your second
involved party. coordinate is a “1” which indicates that the Order
relates to the Station. This table will indicate the
With that, Order generation for this Op is result of the third D6 you roll during Order
generation.
complete. I’m ordered to eliminate the Grey
war force and handle the Leonid trade DIPLOMATIC EVENTS
dispute. 1d6 Event
Every type of Order comes with its own 1 Warmongering
criteria for success or failure, which can be 2 Arms Race
found in the Warrants and Operations rules
3 Trade Dispute
sections.
4 Joint Venture
I still need to generate the Grey planet in
Zone 15. The next rules section will describe 5 Galactic Ceremony
that process. 6 Pandemic
Notes:
Refer to the Diplomacy rules section for more
details on diplomatic events.
PLANETS PLANETS
4d6
Planets are generated at various times 1st d6 Planet Type (a)
during the game.
1-2 Rocky
Whenever a non-Station Order or Event
3 Ice
calls for the placement of a planetary force,
a diplomatic event, a planetary probe, a 4 Gas
planetary patrol, or an extraction, you will 5 Water
generate a planet to host it.
6 Exo
Roll on the Planets Table to generate a 2nd d6 Extraction Capacity (b)
planet.
1-3 Poor
You may also reveal planets through 4-6 Rich
conducting Orbital Probes.
3rd d6 Hostility (c)
The term “planet” also describes asteroids
and other things in this case. 1 -2
The planet’s Type primarily affects the use 2 -1
of equipment and abilities. 3 0
The planet’s Extraction Capacity 4 1
determines its extractable resources. 5 2
The planet’s Hostility determines its 6 3
environmental dangers in various ways. 4th d6 Life Forms (d)
The planet’s Life Forms indicate the 1 Bugs
planet’s inhabitants.
2 Marauders
After you’ve made the rolls, you should 3-6 Barren
record the results and label the planet
directly on the starmap.
Finding, patrolling, probing, and mining In the example from before, I roll for the
planets is an important part of sustaining
Grey planet.. I roll a 2 > 4 > 3. This
your economy throughout the game.
indicates a Rocky, Rich, Barren planet.. I
draw the planet on the starmap and place
the Grey planetary forces on top of it..
HOSTILE PLANETS
Exploring planets can be a hazardous business.
Whenever a character, ship, or structure performs an action in the Action Phase while
on a hostility planet, they risk taking damage based on the planet’s hostility rating. This
damage may be saved as normal.

Activation, damage, and saves are explained in more detail in later rules sections.
WARRANTS

Executing dangerous Warrants is a big part of your job as station commander.


When you generate a Warrant order, you are also instructed to generate an
enemy force as indicated on the Alien Force Table.
To successfully execute a Warrant Order, you must eliminate or capture every
unit in that force in addition to any reinforcements it receives.
When battling the initial enemy force, you will receive double Prestige rewards
whenever you would otherwise receive them. You receive normal rewards for
reinforcements.
Warrants will remain in effect throughout the game session. In some cases they
may be deferred, which is explained a little bit later.
OPERATIONS
Operations are the various tasks required for sustaining the station and satisfying The
Directorate. They are often expensive and/or life-threatening.
When you get an Operation result on the Orders Table, the second d6 you roll
determines which Operation you are ordered to undertake. Ops are carried out in a
variety of ways as outlined below.
Note that many things that are ordered ops, like patrols, probes, and extractions, are
also actions that you can (and should) carry out on your own, although you may
receive extra rewards for performing them as part of an operation.

PLANETARY PATROL RESULTS


1d6 Patrol Result
1 Bugs (a)
2 Marauders (b)
PATROLS 3 Nothing found
When you generate a Patrol Order, the 4 Improved extraction site (c)
table will indicate whether it is a space or 5 Gain D6 RP
planetary patrol. You’ll generate a new
6 Gain D6 AT (d)
planet in the latter case.
Notes:
To execute the Order, you must travel to a) Generate 2 Bug units on this planet.
the indicated Zone and conduct a Patrol b) Generate 2 Marauder planetary units on this
Action by rolling on the Patrol Table. planet.
c) Add one d6 to future extraction rolls from this
planet. This bonus does not stack.
This roll may result in good discoveries or
d) Randomly determined faction
enemy threats. Either way, the Order is
considered executed, regardless of
whether or not you eliminate any new
threats. You will, however, get improved
rewards if you do.
PROBES
Probes are similar to Patrols, but they are
conducted with specialized equipment.
When you generate a Probe Order, the table
will indicate whether it is a space or planetary
probe. You’ll generate a new planet in the latter
case.
To execute the Order, you must travel to the
indicated Zone and conduct a Probe Action by
rolling on the Probe Table. Like Patrols, the
Order is considered executed regardless of the
result.
Whereas you may always conduct a Patrol
Action if you wish, conducting Probe Actions
requires probing equipment. This and other
equipment is detailed in the next rules section.

ORBITAL PROBES
1d6 Probe Result
1 Nothing
2 Nothing
3 Marauders (a)
4 Salvage (b)
5-6 Planet (c)

Notes:
a) Roll another D6. 1-2 Pirates; 3 Rebels; 4 Ooze; 5
Grey; 6 Leonid. Roll twice on the relevant force
Table and place the results in this zone. If you
generate planetary units generate a host planet.
b) Roll another D6. On a 1-3, gain 1-3 RP. On a 4-6,
gain 1-3 AT from a random faction
c) Generate a planet in this zone
EXTRACTION
Planetary Extractions are one of the most effective ways to gain resources during
the game.
Unlike patrols and probes, extractions may not take place in space, only on a planet.
If ordered, you should also generate a planet to host the extraction.
Extractions require specialized equipment. To execute an Extraction Order, you
must conduct an Extraction Action by activating that equipment during the Action
Phase.
To resolve the action, you will roll 1d3 on a poor Planet and 1d6 on a Rich planet,
plus extra d3s and d6s that arise as possible modifiers, and gain that many RP.

A NOTE ON YOUR STATION


The Station is a ship, not a planet, with its own entry in the Unit Appendix. You may
not perform probes, patrols, structure constructions, or extractions in the Station
zone.
CONSTRUCTION
You may be ordered to build various things or you may build them on your own.
If your Operations roll result is “Construction,” you are ordered to build something
for the good of the Directorate. Roll on the Structures Table to determine what you
have to build, and generate a planet to build on.
You have to build the structure to execute the Order. You will be responsible for
acquiring the necessary resources for the building. You may not spend out of your
initial requisition pool for ordered construction.

Construction only occurs in the Requisition Phase.


DIPLOMACY
Diplomacy is a critical aspect of your service as station commander. Diplomatic
situations will arise via Orders as well as Random Events.
If you roll a 5 or 6 on the Operations Table while generating your initial orders, you
have activated a diplomatic event. You should roll again on the Diplomatic Event Table
to see what kind of event it is. There are six options:

Trade Dispute
Warmongering These events are resolved
by performing Diplomacy
Rebellion
actions, which are detailed
Joint Venture in later sections.

Pandemic

Galactic Ceremony
THE REQUISITION PHASE
In the Requisition Phase, you will build and maintain your operational force.
The force is primarily comprised of ships, characters, and structures.
You’ll build the force by spending Resource Points, Experience Points, and
Prestige Points.
Resource Points represent physical resources that are used to build ships,
structures, equipment, and other things.

Experience Points are used to build characters.


Prestige Points come from successfully completing game sessions and may
be spent as either RP or XP.
In this phase, you may spend as many points as desired to build or upgrade
ships, structures, and characters. You may not build or “level up” outside of this
phase.

You’ll gain new Points of all kinds throughout the game.


There are a few parameters on building new things during the game:
New ships and characters must be placed at the Station unless another
structure (like a shipyard) offers the opportunity.
Ships and characters may only receive new equipment at the Station or at
special structures.
Resource Points and Prestige Points are pooled and may be spent among
your entire force.

Experience Points are linked to specific characters and must be spent by


the character directly.
Planetary structures may only be built in zones containing planets. You will
need to conduct patrols and probes to find promising planets.
THE FIRST REQUISITION PHASE
In the first Requisition Phase, you will
have a lot of capital to spend.
The number of points you have to
spend depends on the game scale you
have chosen.
Op: 35 Resource Points, 25
Experience Points
Campaign: 70 Resource Points, 40
Experience Points
Tour of Duty: 100 Resource Points,
50 Experience Points
You as the player are the source of
Prestige Points. You will bank them after
every game (hopefully) and spend
them as you wish.
You may build your force completely
from scratch or refer to the Unit
Appendix for pre-made templates.
Note that the first Requisition Phase
comes after the first (and only) Orders
Phase, meaning you’ll have an idea of
what you need to invest in.
After you’ve spent all your points, you
are ready to begin the game. You may
not save Resource or Experience Points
after the first Requisition Phase, but
afterwards may save them as desired.
PRESTIGE POINTS
Prestige Points are points that may be spent as either RP or XP. They are meant
to represent receiving promotions, gaining fame, etc.
Characters will gain Prestige Points for a variety of things, such as eliminating
enemy units, surviving battles, surviving game sessions, conducting operations,
and more.
Unlike XP, Prestige may be spent among your entire force. As such, it is the best
way to recruit new officers during the game.
A character’s Prestige is a regenerating pool—after each game session it returns
to its maximum.
It is also possible to lose Prestige Points. If a character loses too many, the
Directorate may find other uses for them.
Prestige Points are discussed further in the rules section “Linking Game Sessions
Together.”
SHIPS, CHARACTERS, AND STRUCTURES
Ships, characters, and structures are built using various points during the Requisition
Phase. You have wide latitude in how you choose to build them.
The tables in the back of the book include menus you can choose from to build each
thing. Each one requires one core element, and the rest may be purchased at your
discretion.

Ships require a “Chassis” which determines their basic hull and systems array. A
ship can only have one Chassis.
Hull Points are like ship health points, and Systems Points represent a ship’s
technological capability.
Characters require a “Background” which determines their health, quality, and a
few special abilities. A character can only have two Backgrounds and must have at
least one. Backgrounds may only be chosen when the character is created.
Health points are what they sound like, and Quality Points determine how
well the character makes use of equipment and abilities.

Structures require a “Type” and are further defined by Upgrades, which may be
purchased at your discretion.
Structures enable the performance of special actions and are involved in the
Battle Phase.

Refer to the next pages for examples of each thing.


EXAMPLE:
CHARACTER
REQUISITION
Dr. Rakesh Sharma

+1 health
Scientist
+2 quality 2 XP
Background
Add 2 dice to Joint Venture and Pandemic event rolls
+2 health
Crew Chief
+2 quality 2 XP
Background
Add 2 dice to ship repair rolls
+1 health
Scientist
+2 quality 2 XP
Background
Add 2 dice to Joint Venture and Pandemic event rolls

Smooth talker Add 1 die to all diplomacy rolls 5 XP

Use: player battle phase


Sidearm Cost: 1 quality point 1 RP
Effect: roll -/d2 damage against a single target
Use: passive
Light Armor Cost: none 1 RP
Effect;: gain 2 save
Use: action/player battle phase; one use
Medpak Cost: 2 quality points 1 RP
Effect: regain d3 health points
EXAMPLE: SHIP REQUISITION

DSC Dragontooth
Equipment Description Cost
+5 hull
Corvette Chassis 9 RP
+6 systems
Use – battle phase
Aegis Shields Cost – 2 system points 3 RP
Effect – gain 3 save for 1 turn
Use – action phase
Coronus Engines Cost – 5 systems points 3 RP
Effect – move up to two zones
Use: battle phase
Neptune Lasers Cost: 3 systems points 4 RP
Effect: roll d6/d6 damage against 1 target
Use: battle phase
Cost: 1 systems point
Targeting Beam Effect: pick a target and roll a d6. If you score a 3 RP
4+, add 2 to damage rolls for all others
targeting that unit this round
Outpost 73
Equipment/Ability Description Cost

Attack: d3/d6
Type: Outpost Hull: 4 8 RP
Save: 4

Improved Orbital
Add 2 to damage rolls against orbital targets 3 RP
Defenses

31
THE EVENTS PHASE
In the Events Phase, you will generate random events.
Generating an event is similar to generating an Order, and in some cases the event will
be receiving new orders.

You’ll start the Event Phase by rolling on the Events Table. You’ll make one roll sequence
per Events Phase.
After you’ve recorded any necessary information from your rolls, progress to the AI
Phase.
TABLE 6: EVENTS
1d6 Event
1 New Orders (a)
2 Place enemy force (b)
3-4 Diplomatic Event (c)
5 No event
6 Supply Drop (d)

Notes:
a) Generate one new Order in the normal
fashion. This is added to your end-game
conditions.
b) Roll for coordinates and place a force of d6
units of a random faction according to the
Alien Force Table. Generate a planet if
necessary If your first roll indicates the Station,
place a force of d3 units instead. This is not
added to your end-game conditions.
c) Generate a new Diplomatic Event as normal.
This is not added to your end-game
conditions.
d) Gain d20 RP
THE AI PHASE
In the AI Phase, you’ll make rolls to determine the behavior of a variety of game
entities.
Primarily, you’ll be rolling for the behavior of:
Enemy units
Diplomatic events

You may make reaction rolls in any order you wish. Once you’ve completed all
necessary AI rolls and one roll per diplomatic situation, you are ready to move on
to the Action Phase.
ENEMY UNIT REACTIONS
Non-player controlled units have accompanying
“Reaction Tables” found in the back of this book. You
will roll once on that table during the AI Phase and
carry out the actions indicated.
Some Reaction results contain the note,
“critical.” This means that if you score such a
result you implement the basic reaction effect
and also roll on the Criticals Table and
implement those effects as well.
Some Reaction results contain the instruction to
“amplify” or “diminish” various rolls. This process
is explained in the next rules section (the Action
Phase), but essentially involves adding or
subtracting dice and/or picking the
highest/lowest result.
When multiple enemy units occupy the same zone,
you will limit your reaction rolls.
You will use the highest-numbered Reaction
Table to make one roll to determine the
behavior of the premier unit as well as that of all
the lesser-numbered units in the zone.
The highest numbered orbital unit directs the
other orbital units. The highest numbered
planetary unit directs other planetary units.
Many AI ship reactions include the note,
“transport.” This means that they will
transport any planetary units in the zone
on their ships as they travel. Ships (player
and AI alike) may not transport more units
than they have starting Hull Points.
If a zone contains orbital and planetary AI
units of the same faction, make the
planetary roll first.
EXAMPLE: UNIT REACTIONS
Let’s take a look at a Leonid Lionship, the pride of the Leonid fleet.

Type Description AI Reward


Attack 2d6/2d6
Leonid Lionship Hull: 8
LO3
Save: 5 12 RP
Transport
6 LT
Board
Attack: d6 4 Prestige
Land
Crew Health: 5
Save: 4

You’ll see it indicates Reaction Table LO3 (Leonid Orbital 3). That’s the table you
roll on during the AI Phase.
Transport/Board/Land is further discussed with the Battle Phase.

Let’s say you roll a 3. The


REACTION TABLE LO3: LEONID LIONSHIP Lionship will stay in its current
Zone (“hold position”) but, due
1d6 AI Phase to the “group critical” note, will
1 Move 1 zone towards zone of origin also roll on the critical table,
2 Hold position along with any other faction
units that share the Zone.
3 Hold position; group critical
If you rolled a 4, the Lionship
4 Move 1 zone towards nearest foe
would move 1 Zone towards
Move 1 zone towards nearest foe; the nearest player ship,
5
group critical structure, or character. If there
Move 2 zones towards nearest foe, are multiple options in the same
6
critical range, determine the target at
random.
EXAMPLE: CRITICAL REACTIONS
First let’s look at the group critical result for the Lionship.
Critical results are resolved on the Criticals Table.

CRITICAL REACTIONS TABLE


Say you roll a 1. That means you will
1d6 AI Phase
“intensify” your next roll, i.e. you will
1 Intensify next reaction roll (a) roll an additional d6 in the next AI
2 Increase damage dice by 1 or Phase and pick the highest result.
restore health/hull (c)
If you roll a 2, you will permanently
3 Increase health by 1 or restore increase the ship’s damage dice
health/hull (c) output by 1, unless it is damaged itself,
4 Increase save by 1 or restore in which case it will restore all of its
health/hull (c) hull points instead.
5 Move 1 zone towards nearest foe If you roll a 6, roll once on the faction
or restore health (c) table to place a new unit.
6 Reinforce – place 1 additional
As you can see, enemies will tend to
random faction-specific enemy in
the zone grow stronger if left unattended.
DIPLOMATIC REACTIONS
Diplomatic events have accompanying Reaction Tables as well. You will roll on that table
during the AI Phase and carry out the actions indicated.
If you have a character in the event zone, you have more control over what happens
based on your character’s diplomatic capacity.
Instead of rolling once on the Reaction Table, you will roll as many dice as you would roll
if attempting to resolve the event (which may still only be one die). If you roll more than
one die, you may pick which result takes effect.

EXAMPLE: DIPLOMATIC REACTIONS


For this example let’s examine a Trade Dispute with
the Greys. The Trade Dispute reaction table is below.

Say you roll a 1. That means you will


1d6 Reaction Effect place 2 random faction units in the
Place 2 neutral Zone and roll for their AI as part of the
1 Show of force faction units on the current phase. “Neutral” means that
host planet or in orbit they will not attack unless attacked.
Place 1 neutral
2 Heat faction unit on the If you roll a 3, you will “diminish” the
host planet or in orbit next Diplomacy or Reaction roll
Diminish the next
3 Belligerence conducted related to the event. These
Diplomacy roll
Pay 5 RP by the end
are explained in more detail in the
of the turn or next rules section
4 Demand
diminish the next
Diplomacy roll If you roll a 6, you would add 1 die to
Pay 5 RP by the end the next Diplomacy roll, effectively
of the turn to add 1 “intensifying” it.
5 Request
die to the next
Diplomacy roll Diplomatic events tend to throw off
Add 1 die to the next sparks and demand attention as
6 Headway
Diplomacy roll negotiations ebb and flow.
THE ACTION PHASE
In the Action Phase, you’ll perform actions with equipment and abilities..
Note that the Station itself is a ship under your control, but it is immobile and
cannot be used for some actions.
Your actions are derived from two sources:
Ship and character equipment
Character abilities

You will act by “activating” equipment and abilities. The number you are allowed to
activate depends on the active ship’s systems score or the active character’s quality score.
Equipment comes with a Systems or Quality cost. Ships have a cumulative Systems
score and Characters have a cumulative Quality score. When activating equipment
and abilities, you will spend the unit’s score as points.
It also costs 1 Quality point from any character onboard a ship to activate a piece of
equipment, in addition to the equipment’s system cost. This applies to the Action Phase as
well as the Battle Phase

Abilities are unique to characters and have a Quality cost. Although characters can
have equipment as well as abilities, they spend from the same pool of Quality
Points to activate them during the Action Phase.

You may not exceed a unit’s score during an Action Phase. Points are reset at the
start of each Action Phase.
As you activate abilities and equipment, you’ll be spending your Systems and Quality
Points to perform actions across the sector. Once you’ve spent all you wish to spend,
proceed to the Battle Phase.
Unless otherwise noted, you may only activate a piece of equipment or an ability once
per Action Phase.
UNIVERSAL
ABILITIES
All characters have access to a few Universal Abilities just by virtue of being characters.
The Universal Abilities are these:

Ability Description
Use: action phase
Cost: 2 quality points
Diplomacy
Effect: roll 1d6 to resolve a diplomatic event or hostage negotiation in
your zone
Use: action phase
Patrol Cost: 2 quality points
Effect: roll 1d6 on the Orbital or Planetary Patrol Table
Use: action phase/battle phase
Plan Cost: 1 quality points
Effect: bank 1 die towards a plan
Use: action phase/battle phase
Tactics Cost: 1 quality point
Effect: roll 1d6 on the Tactics table
Use: action phase/battle phase
Repair Cost: 2 quality points
Effect: roll 1d6 on the Repair Table
Use: action phase
Heal/Recover Cost: 1 quality point
Effect: regain d3 health points or quality points
Use: action phase/battle phase
Redeploy Cost: 2 quality points
Effect: move to a different planet or friendly ship in the same zone
Use: battle phase
Grapple Cost: 1 quality point
Effect: deal -/d2 damage against a single target
Use: battle phase
Take Cover Cost: 1 quality point
Effect: gain +1 save for 1 turn
A NOTE ON MOVEMENT
Moving your ships around the starmap will be a large part of the Action Phase.
Ship movement is derived from their equipment. Although a ship is not required
to have equipment that enables it to move (thus possibly functioning as a sort of
orbital battery or operational base), most ships will have engines like this:

Equipment Description

Use – action phase


Coronus Engines Cost – 4 systems points
Effect – move up to two zones

You’ll spend the necessary systems points to activate your engines and move
during the Action Phase.
Characters may only move between zones on ships. They may embark and
disembark at will within a zone during the Action Phase using the Redeployment
ability. You should keep track of which ship holds which character if multiple
elements occupy a zone.
DIPLOMACY
Diplomatic situations often arise when managing a
starbase.
Each situation will have its own set of involved factions
and possible outcomes. The situations are described in
more detail in the following pages, but they all share
fundamental principles:
Only characters may attempt to resolve a
diplomatic situation, not ships, structures, etc. Any
character may attempt to resolve any diplomatic
situation using the “Diplomacy” universal ability.
From the initial roll of 1d6 allowed by the ability,
you will add or subtract dice according to other
abilities and circumstances
If a roll has been “diminished,” subtract 1 from the
number of dice to a minimum of 1.

If rolling 1 diminished die, also subtract 1 from its


result..

You may always pay 5 RP to add 1d6 to the roll.

Compare the result(s) to the outcomes listed for


each situation. Pick your preferred outcome if you
are rolling more than 1D6.
You may only make one attempt to resolve a
situation. Apply the listed results immediately and
remove the situation from the map. As an Order, it
is now considered to be executed.
Also remember that diplomatic events have their own
Reaction Tables that you will roll on during the AI Phase.
If you have a character in a zone containing a diplomatic
event, make a number of reaction rolls equal to the number
of dice the character would be able to use to resolve the
event at that moment. You may pick from the results.

The following pages contain the necessary information


to handle each type of Diplomatic Event.
WARMONGERING
When you generate a Warmongering result, it indicates brewing major conflict with
an alien faction.
First, you’ll roll on Table 2 to determine which faction is the source of the issue. Then,
roll to generate a planet to host the event.
Diplomatic Events have their own Reaction Tables that you’ll refer to during the AI
Phase.
You’ll resolve the event by making a Diplomacy Action on the host planet and
referring to the Outcomes column of the chart below.
There are a variety of ways to alter Outcome and Reaction rolls, which is further
detailed later in the rules.

1d6 Effect
Outcome
Place 6 faction units and 4 units
1 Crusade from another faction on the host
planet or in orbit
Place 6 faction units on the host
2 War
planet or in orbit
Place 4 faction units on the host
3 Belligerence planet or in orbit
Place 2 faction units on the host
4 Heat
planet or in orbit
5 Peace Gain 2 Prestige
6 Pacification Gain 3 Prestige
Reaction
Place 4 neutral faction units on the
1 Concentration
host planet or in orbit. (a)
Place 2 faction units on the host
2 Generate small force
planet or in orbit (a)
Place 1 faction unit on the host
3 Generate heat
planet or in orbit (a)
4 Saber rattling Diminish the next Diplomacy roll
5 Stalemate No effect
6 Headway Add 1d6 to the next Diplomacy roll
Notes:
a) These units will cease being neutral unless the event is
resolved with Peace or Pacification.
REBELLION

A Rebellion diplomatic event indicates growing domestic unrest. You won’t roll a
faction for this one, but you will generate a host planet.
You’ll resolve the event by making a Diplomacy Action on the host planet and
referring to the Outcomes column of the chart below.

1d6 Effect
Outcome
Place 4 Marauder units and 2 units
1 Revolution from a random alien faction on the
host planet or in orbit
Place 4 Marauder units on the host
2 Rebellion
planet or in orbit
Place 2 Marauder units on the host
3 Revolt planet or in orbit
Place 1 Marauder unit on the host
4 Unrest planet or in orbit
5 Peace Gain 1 Prestige
6 Pacification Gain 2 Prestige
Reaction
Place 2 neutral Marauder units on
1 Partisan gatherings
the host planet or in orbit (a)
Place 1 neutral Marauder unit on
2 Mass protests
the host planet or in orbit (a)
3 Negotiations sour Diminish the next Diplomacy roll
Pay 5 RP by the end of the turn or
4 Demand
diminish the next Diplomacy roll
Pay 5 RP by the end of the turn to
5 Request
add 1d6 to the next Diplomacy roll
6 Negotiations improve Add 1d6 to the next Diplomacy roll
Notes:
a) These units will cease being neutral unless the event is
resolved with Peace or Pacification.
TRADE DISPUTES
A Trade Dispute indicates a commercial issue that could lead to armed conflict. Roll for
the faction involved and generate a host planet.
You’ll resolve the event by making a Diplomacy Action on the host planet and
referring to the Outcomes column of the chart below.

1d6 Effect
Outcome
Place 5 faction units and 3 units
1 SNAFU from another faction on the host
planet or in orbit
Place 5 faction units on the host
2 War
planet or in orbit
Place 2 faction units on the host
3 Belligerence planet or in orbit
Pay 5 RP by the end of the turn or
4 Peace at a cost place 2 faction units
5 Peace with minor reward Gain 1 Prestige, 5 RP
6 Peace with major reward Gain 2 Prestige, 10 RP
Reaction
Place 2 neutral faction units on the
1 Show of force
host planet or in orbit
Place 1 neutral faction unit on the
2 Heat
host planet or in orbit
3 Insult Diminish the next Diplomacy roll
Pay 5 RP by the end of the turn or
4 Demand
diminish the next Diplomacy roll
Pay 5 RP by the end of the turn to
5 Request
add 1d6 to the next Diplomacy roll
6 Headway Add 1d6 to the next Diplomacy roll
Notes:
a) These units will cease being neutral unless the event is
resolved with Peace or Pacification.
PANDEMICS
A Pandemic is a medical emergency that requires cure or containment beforeit
spreads.
When you place a Pandemic event and its host planet, you will also add a marker for
“Pandemic Damage.” You will roll for Pandemic Damage during the Action Phase and
during the Battle Phase.

If enemy units are on a planet hosting a Pandemic event, roll Pandemic Damage
against them at the beginning of each AI Phase.
A character may suffer Pandemic Damage in the following ways:
Performing an action in the Action Phase on a planet or ship or as a character
hosting a Pandemic Event.

During the Planet Round of the Battle Phase.


To resolve Pandemic Damage, roll a d6-3. The unit loses that many health points,
unsavable. If they lose health in this manner, they have suffered Pandemic Damage.

If a character suffers Pandemic Damage, they are now hosting a new Pandemic event
themselves.
You’ll resolve the event by making a Diplomacy Action on a planet or in a zone
containing a character hosting the Pandemic and referring to the Outcomes column
of the chart below. Unless indicated, do not remove the event after attempting to
resolve it. Only a Cure outcome will execute an order.
1d6 Effect
Outcome
1-3 Containment No effect
4-5 Progress Add 1d6 to the next Diplomacy roll
Cure the Pandemic. Remove all
6 Cure associated Pandemic events and
hostility modifiers.
Reaction
Add a new Pandemic event to all of
1 Outbreak the planets in this zone and in every
adjacent zone.
Increase all associated Pandemic
2 Pandemic worsens
Damage by 1
3-5 Pandemic holds No effect
Subtract 1 from all associated
6 Resistance spreads
Pandemic Damage
JOINT VENTURES
Joint ventures are research agreements and projects with alien factions. Roll for the
faction involved and generate a host planet.

You’ll resolve the event by making a Diplomacy Action on the host planet and
referring to the Outcomes column of the chart below.
1d6 Effect
Outcome
1 Disaster Place a Pandemic Event in this zone
Place a Warmongering Event in this zone
2 Scandal
with the involved faction
Place a Trade Dispute Event in this zone with
3 Disagreement
the involved faction
Gain d6 RP and d3 AT from the involved
4 Minor success
faction
Gain 2d6 RP and d6 AT from the involved
5 Major success faction
Staggering Gain 3d6 RP, 2d6 AT, and place a Ceremony
6
success Event in this zone
Reaction

1 Pirates Place 2 Marauder units in this zone


Troubling
2-3 Diminish the next reaction or diplomacy roll
developments
Pay 5 RP by the end of the turn or diminish
4 Boondoggling
the next reaction or diplomacy roll
Strategic Pay 5 RP by the end of the turn to add 1d6
5
investment to the next reaction or diplomacy roll
6 Major payoff Gain d6 AT

A NOTE ON ALIEN TECH (AT)


You’ll often receive awards in the form of Leonid Tech (LT), Ooze Tech (OT), and Grey
Tech (GT).
These are points that you may spend on the associated faction Tech Tables in order to
buy alien equipment and convert captured alien ships.
CEREMONIES
Ceremonies are significant events that hold the potential for good rewards or
interspecies chaos.

Every alien faction (not including Bugs and Marauders), is involved in a Ceremony
event. Generate a planet to host the event.
You’ll resolve the event by making a Diplomacy Action on the host planet and
referring to the Outcomes column of the chart below.
1d6 Effect
Outcome
1 Star War Place d6+2 units from each faction in this zone
2 Widespread Outrage Place a Warmongering Event in this zone for each involved faction

3 Grudge Place a Warmongering Event in this zone for 1 involved faction

4 Disagreement Place a Trade Dispute Event in this zone for 1 involved faction
Place a Joint Venture Event in this zone for 1 involved faction and
5 Venture
gain 1 Prestige
Place a Joint Venture Event in this zone for as many involved
6 Enterprise
factions as desired and gain 2 Prestige
Reaction

1 Pirates Place 2 Marauder units in this zone

2 Missile parade Place 2 neutral units from each faction to this zone
3 Backroom dealing Diminish the next reaction or diplomacy roll
Pay 5 RP by the end of the turn or diminish the next reaction or
4 Awkward parties
diplomacy roll
Pay 5 RP by the end of the turn to add 1d6 to the next reaction or
5 Friendly aliens
diplomacy roll or to gain d3 AT from a faction of your choice
6 Fruitful conversation Add 1d6 to the next reaction or diplomacy roll and gain d3 AT
UNORDERED OPERATIONS
While you are often ordered to perform actions, you may also perform them without
orders.

You will almost always need to conduct unordered probes and patrols and extractions
to sustain your economy and grow your forces.
Additionally, there are a few actions that arise during the game that are not the
subject of Orders.
Remember that activating equipment or abilities on hostile planets means
withstanding a hostility damage roll.

HOSTAGE NEGOTIATION
Characters and ships may sometimes be captured by enemy forces. If so, characters
may activate the Diplomacy ability to roll on the Hostage Negotiation Table if they are
in the zone where the unit is being held.
Characters add or subtract dice to this roll as normal based on their diplomatic abilities
and equipment and pick one result.

1d6 Result
1 The captured character or ship is destroyed
2 Diminish the next hostage negotiation roll

3 Stalemate – no effect
Hot evac – if desired, the captured unit is returned to player control, but the capturing unit
4
rolls damage against the freed unit as well as the negotiating character. Otherwise, no effect
Ransom – pay RP equal to the captured unit’s cumulative HP/Systems/Quality score to return
5
it to player control.
6 The captured unit is returned to player control
TACTICS
Characters can perform Tactics actions in both the Action Phase and the Battle Phase
by activating the associated universal ability.
This represents tactical preparation and skill. It affects the performance of units during
the Battle Phase.
To perform a Tactics action, roll 1d6 with modifiers on the Tactics Table. The Action
Phase results are shown below.

1d6 Action Tactic Effect

1 Outwitted The enemy has the initiative and the high ground to start the battle

2-3 Analysis Paralysis Lose the remainder of your quality points

4 Tactical Withdrawal You may withdraw your force before the battle begins

5 Scouting Start the battle with the initiative and the high ground

6 Surprise Attack Skip the first Enemy Round in this battle

If you are rolling multiple dice for a tactics action, you may implement as many effects
as desired, but may never stack an effect more than once.
PLANNING
Planning allows characters to prepare more effective actions.
When you spend 1 Quality Point to perform a Planning action, you may “bank” one
point towards a future action. Planning actions can be performed in the Action Phase
as well as the Battle Phase.

In almost all cases, you must declare a specific target for your plan. Based on the
target, a planning point gives different bonuses.
A character may never have more dice committed towards a single target than they
have total Quality points.
These are the actions that you may bank towards and their targets and bonuses:
Battle damage – Target specific unit, +1 to damage roll per point

Battle save – Target specific unit to defend against +1 to save roll per point
Battle tactics – Target specific theater, +1 die per point
Action tactics – Target specific zone, +1 die per point
Extraction - Target specific planet, +1 to extraction roll per point
Probes – Target specific zone or planet, +1 die per point

Patrols – Target specific zone or planet, +1 die per point

A NOTE ON THEATERS
A “theater” is a sub-unit of a battle. They are divided like this:
Space is one theater

Each planet is its own theater


Each boarded ship is its own theater
Certain game elements will relate to specific theaters of battle. Most planetary
weapons for example, like a Laser Rifle, can’t be used across theaters.
THE BATTLE PHASE
In the Battle Phase, you’ll resolve battles in contested zones.
A battle will be fought in every contested zone that contains opposing factions. The
normal game state is you vs. everybody else.
A contested zone comes in a few varieties.
If your units are in a zone containing enemy orbital units, you must fight a battle.
If your units are on a planet containing enemy planetary units, you must fight a battle.
If your units are in a zone containing only enemy planetary units, and you are not on
those planets, you have the choice of whether or not to fight.
Planetary units capable of dealing orbital damage can only attack orbital units that have
attacked them, so they may be ignored if unprovoked.
If enemy units have entered a zone containing only your planetary units and/or the
Station itself, they will land/board according to the AI principles described later.
You may decide the order in which battles are fought.
To set up a battle, ready your reference sheets for your own fleet as well as the tables
describing the opposition.
Remember that a ship must be crewed by at least one character to operate. You should
make sure to note the disposition of your characters among your ships and any planets in
the zone.
You will be able to transfer your characters between ships and planets using the
Redeployment action during the battle, but their location turn-by-turn is important.
SETTING UP A BATTLE
Battles come in a few different varieties, each with different considerations for set up.
For a purely space battle, there is no need to set up. You can conduct the necessary rolls
without moving the units off the starmap.
In case of a battle on a single planet, you should draw a straight line across a piece of
scratch paper, divide the forces, and arrange the high ground marker like in the example
shown:

Friendly Enemy
Ships Ships

Friendly Enemy
Planetary Alien Beasts Planetary
Units Planet Type Units
Hostility Score

You’ll move the high ground marker back and forth on the horizon line to denote
possession.
If battling across multiple planets, mark the paper like this example:

Enemy
Planetary
Units
Alien Beasts
Planet Type Enemy
Hostility Score Planetary
Friendly Space Units
Planetary Alien Beasts
Units Planet Type
Hostility Score
Friendly
Planetary
Units
EXAMPLE
Here is a snapshot of a battle in progress:

DSC
DSC Stiletto Shadow
Dragon-
Romulus Fighter Cruiser
tooth

Jak Lya
Taylor Willis

Hannah
Nuton
Battle
Pat Walker
Robins

Ethan
Grant Battle
Walker

Grey
Legion
BATTLE ROUNDS
Battles are made up of 4 rounds:
Player round
Enemy round
Planet round (if fighting on a planet)
Withdrawal round
In the Player Phase, your units make attacks and take actions.
In the Enemy Round, enemy units attack and take actions.
In the Planet Round, planetary and environmental effects will be resolved.
In the Withdrawal Round, both sides may withdraw from the battle.

Battles continue until all units of one side have withdrawn or been eliminated.

THE HIGH GROUND AND THE INITIATIVE


Possession of the high ground and of the initiative is an incredibly important
element of futuristic warfare.
In planetary battles, the side that holds the high ground will add 1 to all
damage and save results. In space, the side with the initiative will gain the
same bonus.
Neither side starts with possession of these advantages. It may be gained by
Tactics rolls and lost through AI critical results. Use the included High Ground
and Initiative markers to indicate possession.
THE PLAYER ROUND
In the Player Round, you’ll spend your points to activate equipment and abilities like you
do in the Action Phase.. Your pool of points is reset for the Battle Phase and at the
beginning of every Player Round within the battle..
Note that some Universal Abilities are exclusive to the Battle Phase and can be used by
any character in the battle.

Let’s look at a piece of battle gear:

Use – battle phase


Sidearm Cost – 1 quality point
Effect – roll -/d2 damage against a 1 target

Many pieces of equipment and abilities will call for you to “roll X/Y damage” against a
target unit. This means you’ll roll that sort of die to determine the results of an attack. X is
the unit’s orbital damage, the dice it rolls against space units. The Y is the unit’s planetary
damage, the dice it rolls against planetary units.
Other weapons deal damage against multiple targets, such as the SMG, which deals d3
damage against 2 planetary targets. Unless otherwise noted, you make each damage
roll separately.
The Sidearm is cheap but useful when trying to arm an entire fleet. With its low Quality
cost, a character can probably fire it several times per round, although it won’t do much
damage and is ineffective against orbital units.
Unless otherwise noted, you may only activate a piece of equipment or an ability once
per Battle Phase.

Once you’ve spent all the points you wish to spend, proceed to the Enemy Round.
DEALING DAMAGE
Before you apply the results of a damage roll, the defending unit may subtract its
save score from the roll. Saves primarily come from armor and ship shields.

Light armor, for example, grants 2 save.


Subtract the target’s save score from the damage result.
If there is still damage left over, subtract that amount from the target’s health or hull
points.
If there is a tie, the result depends on the target. For a player unit, choose one piece
of equipment at random and disable it until it is repaired with a Repair Action. For an
AI unit, it must skip its next turn.

CRITICAL HITS
You may both inflict and suffer critical hits. If a unit ever rolls a natural 6 on a damage
roll (even if that damage is technically a d2 or a d3, for example), it has scored a
critical hit. If you are rolling multiple d6s, one 6 result will activate a critical hit. In
addition to dealing damage if applicable, roll again on the Critical Table and apply
the results.
ELIMINATION
A unit is eliminated when it reaches 0 hull points or 0 health points.
Enemy units are removed from the game once eliminated. When one of your own
units is eliminated, roll on the Elimination Table.
1d6 Ship Structure Player Character

1 Destroyed Destroyed Destroyed

2 Destroyed Destroyed Destroyed


Captured and critically Captured and critically
3 damaged damaged
Captured and wounded

Captured and critically Captured and critically


4 damaged damaged
Captured and wounded

5 Critically damaged Critically damaged Wounded

6 Critically damaged Critically damaged Wounded

Destroyed means that the unit is removed from the game. If a ship or structure is
destroyed while characters are inside, the character is considered eliminated and
must roll on this table.
Captured means that the ship or unit is removed from the battle and will be
captured if enemy forces are victorious.

More specifically, your unit will be held by the enemy that did the final
damage. There are four ways to free a unit:
Conduct a successful Hostage Negotiation.
Destroy the enemy holding the unit.

If you destroy the enemy unit, your unit is returned to your control
immediately—it may participate in the next Player Round after it is freed.
Hostage negotiation is a Diplomacy action that occurs in the Action Phase.
Refer to the table for possible results.
If a unit is Wounded or Critically Damaged, it may longer participate in the current
battle except to Withdraw. After the battle is over, it returns to action with d3 hull or
health points restored.
BOARDING
ACTIONS

You may board enemy ships during the Battle Phase according to this process:
1. Declare which ship you are boarding
2. Pay the systems cost for equipment and quality cost for Redeployment for any
participating characters.
3. Starting immediately, any planetary units on the involved ships may begin to
battle each other.
4. Boarding actions continue until one side is eliminated or has withdrawn.
Attacking units may withdraw from a boarding action during the Withdrawal
Phase, and are considered to return to their original ship. Defending units may
only withdraw under special circumstances.

5. If the ship changes hands it is considered Captured.

ENEMY CREW
You’ll notice that enemy ships have a section of their profile marked “Crew.” A ship’s
crew is treated like an onboard planetary unit that defends against boarding actions. It
does not board player ships or land on planets.

CAPTURING SHIPS
If an enemy ship is captured, it comes under your control and must be crewed to
operate. If crewed, its systems may be activated starting in the next Player Round.
All enemy ships in the game have a full profile, including systems and equipment, that
can be found in Appendix 3.

If you capture a Grey, Leonid, or Ooze ship, its available Systems Points are halved,
rounding down, until you spend that faction’s Alien Tech on a Systems Conversion.
If a player ship is captured, follow the normal rules for the elimination result.
PLANETARY LANDINGS
Moving from ships to planets does not require specialized
equipment but is otherwise conducted like boarding actions. For a
player-initiated landing:
1. Declare which planet you are landing on
2. Pay the Quality cost for Redeployment
3. Starting immediately, any planetary units may “land” on that
planet and start to battle enemies on that planet.
4. The battle continues until one side is eliminated or has
withdrawn. Attacking units may withdraw from a landing
action during the Withdrawal Phase, and are considered to
return to their original ship. Defending units may only
withdraw under special circumstances.
57
THE ENEMY ROUND
After you’ve spent all of your points, proceed to the Enemy Phase.
Enemy units look similar to your own units, but stripped-down. Enemy ships have hull
points and saves but no systems points. Enemy characters have health points and saves
but no quality points. Let’s take a look at one:

Attack 2d6/2d6
Leonid Lionship Hull: 8
LO3
Save: 5 12 RP
Transport
6 LT
Board
Attack: d6 4 Prestige
Land
Crew Health: 5
Save: 4

In the Enemy Phase, each enemy unit will make an attack. Before any rolls are made, you
choose which of your own units receives the attack, governed by a few parameters:
Your unit must be a valid target for the enemy unit
If the enemy unit is dealing orbital damage, your unit must be an orbital unit
If the enemy unit is a planetary unit dealing planetary damage, your unit must be a
planetary unit on the same planet or ship
If the enemy unit is an orbital unit dealing planetary damage, your unit must be on a planet
Enemy units will prioritize the target they can roll the most dice against. In the case
of ties, you choose the target unit.

The unit’s Attack score, divided as normal between orbital/planetary, indicates the
damage dice it rolls.
You will make saves like in the Player Round. However, you will refer to the AI Criticals
Table instead of the Player Criticals Table to resolve critical hits.

Some enemy units also have special abilities that are activated in the Enemy Round in
case of certain rolls or circumstances. These are noted with the unit’s profile.
After all enemy units have acted, proceed to the Planet Round.
ENEMY LANDING
If an enemy ship has the tag “transport” in its profile, it can and will carry planetary
units if possible.
A transport-capable ship can carry a number of planetary units equal to its hull
points.
Health points of the transported unit are irrelevant—each unit counts for 1 point against the
transporting ship’s hull limit
If there are multiple transport ships in a zone, planetary units will fill the largest (in hull
points) first

Ships will transport units from planets in their zone if the ship is ordered to move in
the AI Phase.
If a ship transporting units is involved in a battle, it will land those units when it
scores a critical hit, according to the following parameters.

Units will stay on ships if all planets are unoccupied.


If planets are occupied, the AI will deploy units in this fashion:
If player units are on a single planet, the AI will begin the battle with its
units deployed on that planet starting with its own highest-health units.
Once/if the player health point total is matched, further AI units are either
added to that planet or kept on-ship at random.
If player units are on multiple planets, the AI will begin the battle with its
units deployed on the planet with the largest health point total, starting
with its own highest-health units. Once/if the player health point total is
matched, further AI units are deployed to other occupied planets in the
zone according to the same process.
During the battle, if AI health point totals dip below player health point
totals on any planet or ship, the AI will redeploy unengaged units to
match (if available). These reinforcements may attack in the next battle
turn.
ENEMY BOARDING
Ships that have the “board” tag in their profile will board player ships if the AI ship rolls a
critical hit in battle and is transporting planetary units.
Remember that the enemy crew does not count for this purpose.
These actions are subject to the following guidelines:
If player units are on a single ship, the AI will board that ship starting with its own
highest-health units. Once/if the player health point total is matched, further AI
units are either added to that ship or kept on-ship at random.
If player units are on multiple ships, the AI will deploy its units on the ship with the
largest health point total, starting with its own highest-health units. Once/if the
player health point total is matched, further AI units are deployed to other ships in
the zone according to the same process.
During the battle, if AI health point totals dip below player health point totals on
any ship or planet, the AI will immediately redeploy unengaged units to match (if
available). These reinforcements may attack in the next battle turn.
THE PLANET ROUND
In the Planet Round, if any units are on planets, refer to the planet’s hostility score, which
is established during planet generation.
Roll 1d3 plus the planet’s hostility rating against each unit on the planet, not counting
Alien Beasts. Refer to the relevant Critical Table in case of critical hits. The damage may
be saved as normal.
If there are any active Pandemics on the planet, roll for their Pandemic Damage as well.
Remember that this is unsavable.
After making the hostility rolls, Alien beasts on the planet will conduct attacks against
player and enemy units. Beasts may make more than one attack if there are multiple
factions on the planet.

After all rolls are made, proceed to the Withdrawal Round.


THE WITHDRAWAL ROUND
After the Planet Round, you may choose to Withdraw any friendly units you desire,
subject to a few parameters:
To withdraw planetary units from a planetary battle, you must have a ship to transport
them. If there are no enemy ships in the zone, your units stay in the contested zone, in
space.

If there are enemy ships in the zone and you don’t want to continue fighting, you must
move your ship out of the zone, one zone in any direction.
Battles continue until all units of one side are eliminated, withdrawn, or can no longer
make valid attacks.

Note that Withdrawal and Redeployment can sometimes look similar (as Braxton Bragg
would surely love to remind some historians). Here’s an example:
Major Heat is fighting a battle on-planet against a unit of Alien Bugs. His ship, Microwave, is in the
zone as well, uncontested by enemy ships. During the Player Round, Heat uses the Redeploy
universal ability to move back onboard Microwave. The Bugs can no longer attack, since they do
not deal orbital damage.
Likewise, Microwave does not deal planetary damage. Since no unit can make a valid attack, and
the player doesn’t want to move Major Heat back to the planet right now, the battle ends.
Let’s say there was an enemy ship in the zone as well. The player still wants to withdraw. After
Major Heat’s redeployment, the enemy ship would attack as usual during the Enemy Round. In
the Withdrawal Round, the player would Microwave out of the zone with Major Heat onboard.

You don’t have to withdraw all of your units at once. After you’ve conducted the
withdrawals you wish to, a new battle turn begins with a new Player Round.
ENDING A BATTLE
At the conclusion of the battle, reap whatever resource rewards are indicated for
eliminated enemies along with XP rewards according to the Rewards Table.
Damage suffered or inflicted during a battle continues to have effect until repaired or
healed.

ENDING THE TURN


After all battles have been resolved, start a new game turn.
Remember that the Orders Phase only takes place on the first game turn, so you
will start over with a new Requisition Phase.
ENDING THE GAME
The game session ends in a few different ways:
You execute all of your Orders and choose to end the session
You execute some Orders and choose to defer on others
The Station is destroyed
Remember that for Operations you get credit for executing them by performing the
necessary actions, even if you weren’t particularly successful. For Warrants, you have to
eliminate the warranted threat to execute the order, not just try.
Once you’ve executed all of your orders, you may end the game session at the
beginning of any Requisition Phase you wish. If you are linking sessions together, you
may want to spend longer in-game in order to take full advantage of any opportunities
that have emerged.
You may elect to defer on an Order at any time. If you do so, you no longer have to
execute that order in order to end the session, and you no longer receive enhanced
rewards related to it. Its resultant conditions remain in play, however, and you will lose
Prestige Points when you end the session.
The Station functions like an immobile ship in the game. As such, it can be destroyed in
battle. In that case, the session ends at the end of that battle phase.
When the session ends, remove all ships and characters, friendly and AI alike, from the
board. Planets and structures remain on the board for use in future sessions.
Refer to the Rewards Table and give your characters the rewards and penalties indicated
for things like surviving a session, deferring on Orders, and achieving certain end-game
conditions. Reset their total Prestige Point pool as well. With that, the session ends.
LINKING SESSIONS TOGETHER
After a game session ends, you may choose to carry over your ships, characters, and
your star sector into your next games.
If any character ends a game session, gathers rewards, resets their Prestige Pool, and still
has negative Prestige, they are dismissed from the service and removed from the game.
Otherwise, unless the character was killed, you are free to recruit them during the
Requisition Phase of future game sessions.
You must pay the full XP and RP cost of abilities and equipment. You may choose to
leave equipment behind, but not abilities.
Characters will carry their Prestige Points with them along with any unspent Experience
Points.
There arises a little tribble untangling Experience from Prestige. To prevent double-
dipping, you may not spend “old” Prestige as Experience Points, although it may be
spent as Resource Points. Old Prestige is Prestige that did not come from the current
game session or from the post-game rewards of the previous game session.
Otherwise, since Prestige Points are reset between sessions, you could theoretically respend all of
your old Prestige as XP every time you bring a character back, allowing for huge level ups. Don’t
do that!

Ships that were not destroyed in the game may be bought for their list price.
Your star sector, with accompanying planets and structures, may also be carried over.
Simply treat it as the starting map.

If the Station is destroyed, your next game will take place in a new star sector.
86 16

15
85

76
84 14

26

83 13

75 25
82 12
74 24
73 23

72 22

62 32

63 33

64 52 42 34

65 35

53 43

66 54 44
36

55 45

46
56
APPENDIX 1: TABLES
The following pages contain the
many tables needed to play the
game. Some tables, or parts of
them, are included in the preceding
rules, but they are all included here
as well.
Some of the tables are purely for
rolling on to generate random
results. Other tables, such as the
friendly structures table, can be used
for rolling on and also function as
menus for player choice.
TABLE 3: OPERATIONS
1d6 Order Type
1 Patrol (a)
2 Probe (b)
3 Extraction (c)
TABLE 1: ORDERS 4 Construction (d)
1d6 Order Type 5-6 Diplomacy (e)
1-3 Warrant (a) Notes:
4-6 Operation (b) a) Roll again. 1-3 this is a planetary patrol; 4-6
it is a space patrol. In the former case, roll to
generate a planet on Table.
Notes: b) Roll again. 1-3 this is a planetary probe; 4-6
a) Roll on Table 2 to determine the nature of it is a space probe. In the former case, roll
the Warrant to generate a planet on Table.
b) Roll on Table 3 to determine the nature of c) Roll on Table to generate a planet to extract
the Operation from.
d) Roll on Table to determine what you need
TABLE 2: ENEMY FORCES to build. If you need to build a planetary
structure, generate a planet to host it.
e) Roll on Table to further detail the diplomatic
1d6 Enemy Force event.

1-2 The Ooze Amalgamation (a) Refer to rules section “Ending the Game” for
details on what constitutes success or failure for
3-4 The Grey (b) these operations

5-6 The Leonid Pride (c)


TABLE 4: STATION ORDERS
Notes:
a) Roll four times on the Ooze Table to build 1d6 Operation Type
the force.
b) Roll four times on The Grey Table to build the 1-3 Upgrade Station (a)
force.
c) Roll three times on the Leonid Hegemony 4-6 Diplomacy (b)
Table to build the force.
Notes:
If any planetary units are generated in this process, a) Spend 10 RP on new Station equipment to
generate a planet to host them using Table C. execute. May not be spent in the 1st
requisition phase
Refer to rules section “Ending the Game” for details b) Roll on Table to further detail the diplomatic
on what constitutes success or failure in resolving a event. Do not generate a host planet—the
warrant. event is taking place on the Station.

You will look at this table when your second


coordinate is a “1” which indicates that the Order
relates to the Station. This table will indicate the
result of the third D6 you roll during Order
generation.
TABLE 5: PLANETS
4d6
1st d6 Planet Type (a) TABLE 6: DIPLOMATIC EVENTS
1-2 Rocky
1d6 Event
3 Ice
1 War
4 Gas
2 Arms Race
5 Water
3 Trade Dispute
6 Exo
4 Joint Venture
2nd d6 Extraction Capacity (b)
5 Galactic Ceremony
1-3 Poor
6 Pandemic
4-6 Rich
Note: Refer to the rules for more details on each
3rd d6 Hostility (c) diplomatic event
1 -2
2 -1 TABLE 7: EVENTS
3 0
1d6 Event
4 1
1 New Orders (a)
5 2
2 Place enemy force (b)
6 3
3-4 Diplomatic Event (c)
4th d6 Life Forms (d)
5 No event
1 Bugs
6 Supply Drop (d)
2 Marauders
3-6 Barren Notes:
a) Roll to generate a new Order. This is added
Notes:
to your end-game conditions.
a) The planet type affects equipment and
b) Place D6 units of a random faction in a
abilities.
random zone. If the resultant zone is the
b) The extraction capacity determines how
Station zone, place D3 units instead.
effective extraction operations are on the
c) Place a Diplomatic event in a random zone
planet.
d) Gain d20 RP
c) The planet’s hostility rating affects its level of
threat to visiting characters
d) Place two planetary units of the indicated
type on the planet. Place nothing if the
planet is Barren
TABLE 8: PLANETARY PATROLS

1d6 Patrol Result


1 Bugs (a) TABLE 10: PLANETARY PROBES
2 Marauders (b) 1d6 Probe Result
3 Nothing 1-3 Nothing
4 Improved extraction site (c) 4 Improved extraction site (a)
5 Gain D6 RP 5 Gain D3 RP
6 Gain D6 AT (d) 6 Gain D3 AT (b)
Notes:
a) Generate 2 Bug units on this planet. Notes:
b) Generate 2 Marauder planetary units on this a) Add one d6 to future extraction rolls from
planet. this planet. This bonus does not stack.
c) Add one d6 to future extraction rolls from b) Randomly determined faction
this planet. This bonus does not stack.
d) Randomly determined faction
TABLE 11: ORBITAL PROBES
TABLE 9: ORBITAL PATROLS 1d6 Probe Result
1 Nothing
1d6 Patrol Result
2 Nothing
1 Marauders (a)
3 Marauders (a)
2 Aliens (b)
4 Salvage (b)
3 Nothing
5-6 Planet (c)
4 Minor salvage – gain D3 RP
5 Good salvage – gain D6 RP Notes:
a) Roll another D6. 1-2 Pirates; 3 Rebels; 4 Ooze; 5
6 Planet (c) Grey; 6 Leonid. Roll twice on the relevant force
Table and place the results in this zone. If you
Notes: generate planetary units generate a host planet.
a) Randomly generate 2 Marauder orbital units b) Roll another D6. On a 1-3, gain 1-3 RP. On a 4-6,
and place them in this zone. gain 1-3 AT from a random faction
b) Roll another D6. 1-2 Ooze; 3-4 Grey; 5-6 c) Generate a planet in this zone
Leonid. Roll twice on the relevant force Table
(orbital units only) and place the results in
this zone.
c) Generate a new planet in this zone.
TABLE 12: PLAYER CRITICALS
1d6 Orbital Damage Planetary Damage
1 No save for 1 turn No save for 1 turn
2 No attack for 1 turn No attack for 1 turn
Deal 1 unsavable damage and gain 1 Deal 1 unsavable damage and gain
3
Prestige 1 Prestige
You may immediately reroll your damage You may immediately reroll your
4
dice against this target damage dice against this target
The enemy unit must skip its next phase
You may immediately reroll your
5 and roll the weapon’s planetary damage
damage dice against any target
dice against each unit onboard
Take the high ground. If already on
Deal 1 unsavable damage and roll the
the high ground, deal one
6 weapon’s planetary damage dice against
unsavable damage to a target of
each unit onboard
your choice
TABLE 13: ENEMY CRITICALS
1d6 AI Phase Orbital Damage Planetary Damage
1 Intensify next reaction roll (a) Attack again (b) Attack again (b)
Roll 3 planetary
Increase orbital and planetary
damage dice against Damage a random piece
2 damage dice by 1 or restore
each character of equipment (d)
health/hull (c)
onboard
Increase health by 1 or restore Damage a random
3 Gain 1 HP (e)
health/hull (c) piece of equipment (d)
Increase save by 1 or restore +1 quality damage,
4 Gain 1 HP (e)
health/hull (c) unsavable
Move 1 zone towards nearest +1 systems damage, +1 health damage,
5
player unit or restore health (c) unsavable unsavable
Reinforce – place 1 additional
+1 hull damage,
6 random faction-specific enemy Take the high ground
unsavable
in the zone
Notes:
a) To “intensify” a roll, roll an extra die and pick the highest result.
b) The unit re-rolls its damage dice. The player may choose a new target if desired.
c) If the enemy is below maximum health/hull, use these results to restore them to maximum. Otherwise implement
the other effect.
d) Randomly select a piece of equipment. It may not be used again until repaired.
e) May not exceed maximum
TABLE 14: TACTICS

1d6 Action Tactic Effect

1 Outwitted The enemy has the initiative and the high ground to start the battle

Analysis
2 Lose the remainder of your quality points
Paralysis
Tactical
3 You may withdraw your force before the battle begins
Withdrawal
4 Scouting Start the battle with the initiative and the high ground
5 Surprise Attack Skip the first Enemy Round in this battle
Move d3 enemy units to an adjacent zone of your choice (as long as the move meets
6 Deception
transport eligibility requirements). Start the battle with the initiative and the high ground
Battle Tactic
The enemy gains the initiative or the high ground, depending on the theater in which you
1 Outwitted
performed the Tactics action
Analysis
2 Lose the remainder of your quality points
Paralysis
3 Fortify Add d3 to a friendly unit’s save in this theater
Any friendly unit in this zone may spend 1 Quality Point to outflank the enemy this turn.
4 Outflank Those units add 1 to any damage rolls this turn. If any unit does this, gain the initiative or
high ground.
Any friendly unit in this zone may make a free attack and withstand a free attack from its
5 Charge
target this turn. If any unit does this, gain the initiative or high ground
6 Deception d3 units in this theater must skip their next turn. Gain the initiative or high ground

TABLE 15: ELIMINATION RESULTS


1d6 Ship Structure Player Character

1 Destroyed Destroyed Destroyed

2 Destroyed Destroyed Destroyed

3 Captured and critically damaged Captured and critically damaged Captured and wounded

4 Captured and critically damaged Captured and critically damaged Captured and wounded

5 Critically damaged Critically damaged Wounded

6 Critically damaged Critically damaged Wounded


TABLE 16: REPAIRS AND RECOVERIES
1d6 Repair Result Recovery Result

1-3 No effect No effect


4-5 1 point restored 1 quality point restored
6 Equipment repaired 2 quality points restored

Notes:
When rolling on this table, take all results

TABLE 18: HOSTAGE NEGOTIATION


1d6 Result
1 The captured character or ship is destroyed
2 Diminish the next diplomacy roll

3 Stalemate – no effect
Hot evac – if desired, the captured unit is returned to
player control, but the capturing unit rolls damage
4
against the freed unit as well as the negotiating
character. Otherwise, no effect
Ransom – pay RP equal to the captured unit’s
5 cumulative HP/Systems/Quality score to return it to
player control.
6 The captured unit is returned to player control
TABLE 19: STRUCTURES

1d6 Build Type Description Cost


Attack: d3/d6
1-2 Outpost Hull: 4 8 RP
Save: 4
Attack: d2/d3
Hull: 3
3 Shipyard Save: 3 12 RP
New ships may be placed
in the shipyard’s zone
Attack: d6/d8
4 Fortress Hull: 6 12 RP
Save: 6

Attack: d2/d3
Hull: 4
5 Extraction Site Save: 3 10 RP
Extraction actions may be
performed in this zone.

Attack: d2/d2
Hull: 3
Save: 2
6 Research Station Add 1d6 to Diplomacy 8 RP
and Reaction Rolls related
to Joint Ventures and
Pandemics on this planet

Regain 1 lost Hull Point,


Repairs not exceeding original 4 RP
capacity
TABLE 20: THE OOZE

1d6 Type Description AI Reward


Attack: d3+1/d3+1
Ooze Zit Fighter Hull: 3
Save: 2 4 RP
1 OO1 2 OT
Attack: d2 1 Prestige
Crew Health: 3
Save: 1
Attack: d6+1/d6+1
Ooze Wartcraft Hull: 5
OO2
Save: 4 8 RP
Transport
2 4 OT
Board
Attack: d3 2 Prestige
Land
Crew Health: 4
Save: 2
Attack d8+1/d8+1
Ooze Hiveship Hull: 8
OO3
Save: 5 12 RP
Transport
3 6 OT
Board
Attack: d6 4 Prestige
Land
Crew Health: 5
Save: 3
Attack: d2/d6 3 RP
4 Ooze Terrors Health: 3 OP1 1 OT
Save: 1 1 Prestige
Attack: d2/d8 5 RP
5 Ooze Behemoths Health: 5 OP2 2 OT
Save: 3 2 Prestige
Attack: d6/2d6 8 RP
6 Ooze Queen Health: 6 OP3 5 OT
Save:5 3 Prestige
TABLE 21: THE GREYS
1d6 Type Description AI Reward
Attack: d3+2/d3+2
Grey Stiletto Hull: 2
Fighter Save: 3 4 RP
1 GO1 2 GT
Attack: d2 1 Prestige
Crew Health: 3
Save: 2
Attack: d6+1/d6+1
Grey Shadow Hull: 4
GO2
Cruiser Save: 4 8 RP
Transport
2 4 GT
Board
Attack: d3 2 Prestige
Land
Crew Health: 4
Save: 3
Attack 2d6/2d6
Grey Bladeship Hull: 8
GO3
Save: 6 12 RP
Transport
3 6 GT
Board
Attack: d6 4 Prestige
Land
Crew Health: 5
Save: 3
Attack: d3/d6 3 RP
4 Grey Legion Health: 2 GP1 1 GT
Save: 2 1 Prestige
Attack: d3/d6+1 5 RP
Grey Light
5 Health: 5 GP2 2 GT
Walker
Save: 3 2 Prestige
Attack: d3+1/d8+1 8 RP
Grey Battle
6 Health: 6 GP3 5 GT
Walker
Save: 4 3 Prestige
TABLE 22: THE LEONIDS
1d6 Type Description AI Reward

Attack: d6/d6
Leonid Panther Hull: 3
LO1
Scout Save: 2 4 RP
Transport
1 2 LT
Board
Attack: d6 1 Prestige
Land
Crew Health: 4
Save: 3

Attack: d6+1/d6+1
Leonid Cheetah Hull: 5
LO2
Corvette Save: 3 8 RP
Transport
2 4 LT
Board
Attack: d6 2 Prestige
Land
Crew Health: 4
Save: 3

Attack 2d6/2d6
Leonid Lionship Hull: 8
LO3
Save: 5 12 RP
Transport
3 6 LT
Board
Attack: d6 4 Prestige
Land
Crew Health: 5
Save: 4

Attack: d2/d6 3 RP
Leonid Jaguar
4 Health: 3 LP1 1 LT
Infantry
Save: 2 1 Prestige

Attack: d3/d6+1 5 RP
Leonid Tiger
5 Health: 5 LP2 2 LT
Infantry
Save: 3 2 Prestige

Attack: d3/d6+2 8 RP
6 Leonid Royals Health: 6 LP3 5 LT
Save: 4 3 Prestige
TABLE 23: MARAUDERS
1d6 Type Description AI Reward
Attack d3/d3
Junk Fighter Hull: 3
Save: 2
MO1 4 RP
1
Attack: d3 Transport 1 Prestige
Crew
Health: 4
Save: 2
Attack: d6/d6
Scrap Gunship Hull: 5
MO2
Save: 3
Transport 8 RP
2
Board 2 Prestige
Attack: d6
Land
Crew Health: 4
Save: 3
Attack d6+1/d6+1
Battle Barge Hull: 8
MO3
Save: 4
Transport 12 RP
3
Board 4 Prestige
Attack: d6+1
Land
Crew Health: 5
Save: 3
Attack: d2/d3
3 RP
4 Ruffians Health: 2 MP1
1 Prestige
Save: 1
Attack: d2/d6
5 RP
5 Brutes Health: 3 MP2
2 Prestige
Save: 2
Attack: d3/d6+1
8 RP
6 Gangsters Health: 4 MP3
3 Prestige
Save: 3
TABLE 24: BUGS
1d3 Type Description AI Reward
Attack: -/d6
3 RP
1 Bugs Health: 2 AB1
1 Prestige
Save: 2
Attack: -/d6+2
5 RP
2 Bug Beasts Health: 4 AB2
2 Prestige
Save: 4
Attack: d3/d6
8 RP
3 Bug Spitters Health: 3 AB3
2 Prestige
Save: 3
TABLE 25: WARMONGERING
1d6 Effect
Outcome
Place 6 faction units and 4 units from another faction on the host
1 Crusade
planet or in orbit
2 War Place 6 faction units on the host planet or in orbit
3 Belligerence Place 4 faction units on the host planet or in orbit
4 Heat Place 2 faction units on the host planet or in orbit
5 Peace Gain 2 Prestige
6 Pacification Gain 3 Prestige
Reaction
1 Concentration Place 4 neutral faction units on the host planet or in orbit. (a)
2 Generate small force Place 2 faction units on the host planet or in orbit (a)
3 Generate heat Place 1 faction unit on the host planet or in orbit (a)
4 Saber rattling Diminish the next Diplomacy roll
5 Stalemate No effect
6 Headway Add 1d6 to the next Diplomacy roll

Notes:
a) These units will cease being neutral unless the event is
resolved with Peace or Pacification.
TABLE 26: REBELLION
1d6 Effect
Outcome
Place 4 Marauder units and 2 units from a random alien faction on the
1 Revolution
host planet or in orbit
2 Rebellion Place 4 Marauder units on the host planet or in orbit
3 Revolt Place 2 Marauder units on the host planet or in orbit
4 Unrest Place 1 Marauder unit on the host planet or in orbit
5 Peace Gain 1 Prestige
6 Pacification Gain 2 Prestige
Reaction
1 Partisan gatherings Place 2 neutral Marauder units on the host planet or in orbit (a)
2 Mass protests Place 1 neutral Marauder unit on the host planet or in orbit (a)
3 Negotiations sour Diminish the next Diplomacy roll
4 Demand Pay 5 RP by the end of the turn or diminish the next Diplomacy roll
5 Request Pay 5 RP by the end of the turn to add 1d6 to the next Diplomacy roll
Negotiations
6 Add 1d6 to the next Diplomacy roll
improve
Notes:
a) These units will cease being neutral unless the event is resolved
with Peace or Pacification.
TABLE 27: TRADE DISPUTES
1d6 Effect
Outcome
Place 5 faction units and 3 units
1 SNAFU from another faction on the host
planet or in orbit
Place 5 faction units on the host
2 War
planet or in orbit
Place 2 faction units on the host
3 Belligerence planet or in orbit
Pay 5 RP by the end of the turn or
4 Peace at a cost place 2 faction units
5 Peace with minor reward Gain 1 Prestige, 5 RP
6 Peace with major reward Gain 2 Prestige, 10 RP
Reaction
Place 2 neutral faction units on the
1 Show of force
host planet or in orbit
Place 1 neutral faction unit on the
2 Heat
host planet or in orbit
3 Insult Diminish the next Diplomacy roll
Pay 5 RP by the end of the turn or
4 Demand
diminish the next Diplomacy roll
Pay 5 RP by the end of the turn to
5 Request
add 1d6 to the next Diplomacy roll
6 Headway Add 1d6 to the next Diplomacy roll
Notes:
a) These units will cease being neutral unless the event is
resolved with Peace or Pacification.
TABLE 28: PANDEMICS
1d6 Effect
Outcome
1-3 Containment No effect
4-5 Progress Add 1d6 to the next Diplomacy roll
Cure the Pandemic. Remove all
6 Cure associated Pandemic events and
hostility modifiers.
Reaction
Add a new Pandemic event to all of
1 Outbreak the planets in this zone and in every
adjacent zone.
Increase all associated Pandemic
2 Pandemic worsens
Damage by 1
3-5 Pandemic holds No effect
Subtract 1 from all associated
6 Resistance spreads
Pandemic Damage
TABLE 29: JOINT VENTURES
1d6 Effect
Outcome
1 Disaster Place a Pandemic Event in this zone
Place a Warmongering Event in this zone with the involved
2 Scandal
faction
Place a Trade Dispute Event in this zone with the involved
3 Disagreement
faction

4 Minor success Gain d6 RP and d3 AT from the involved faction

5 Major success Gain 2d6 RP and d6 AT from the involved faction

6 Staggering success Gain 3d6 RP, 2d6 AT, and place a Ceremony Event in this zone

Reaction

1 Pirates Place 2 Marauder units in this zone

2-3 Troubling developments Diminish the next reaction or diplomacy roll


Pay 5 RP by the end of the turn or diminish the next reaction or
4 Boondoggling
diplomacy roll
Pay 5 RP by the end of the turn to add 1d6 to the next reaction
5 Strategic investment
or diplomacy roll
6 Major payoff Gain d6 AT
TABLE 30: CEREMONES
1d6 Effect
Outcome
1 Star War Place d6+2 units from each faction in this zone
2 Widespread Outrage Place a Warmongering Event in this zone for each involved faction

3 Grudge Place a Warmongering Event in this zone for 1 involved faction

4 Disagreement Place a Trade Dispute Event in this zone for 1 involved faction
Place a Joint Venture Event in this zone for 1 involved faction and
5 Venture
gain 1 Prestige
Place a Joint Venture Event in this zone for as many involved
6 Enterprise
factions as desired and gain 2 Prestige
Reaction

1 Pirates Place 2 Marauder units in this zone

2 Missile parade Place 2 neutral units from each faction to this zone
3 Backroom dealing Diminish the next reaction or diplomacy roll
Pay 5 RP by the end of the turn or diminish the next reaction or
4 Awkward parties
diplomacy roll
Pay 5 RP by the end of the turn to add 1d6 to the next reaction or
5 Friendly aliens
diplomacy roll or to gain d3 AT from a faction of your choice
6 Fruitful conversation Add 1d6 to the next reaction or diplomacy roll and gain d3 AT
REACTION TABLES
REACTION TABLE OO1: REACTION TABLE OO3:
OOZE ZIT FIGHTER OOZE HIVESHIP
1d6 AI Phase 1d6 AI Phase
Move 1 zone towards zone of Move 1 zone towards zone of
1
1 origin, diminish next reaction origin
roll
Move 1 zone towards zone of
Move 1 zone towards zone of 2
2 origin
origin
Move 1 zone towards zone of
Move 1 zone towards zone of 3
3 origin; critical
origin; critical
4 Hold position; group critical
4 Hold position
5 Hold position; group critical
5 Hold position; critical
Move 1 zone towards nearest
Move 1 zone towards nearest 6
6 foe, group critical
foe, critical

REACTION TABLE OO2:


OOZE WARTCRAFT
1d6 AI Phase

Move 1 zone towards zone of


1
origin, diminish next reaction roll

Move 1 zone towards zone of


2
origin
Move 1 zone towards zone of
3
origin; critical
4 Hold position
5 Hold position; group critical
Move 1 zone towards nearest
6
foe, critical
REACTION TABLE OP1:
OOZE TERRORS
1d6 AI Phase
1 No effect
2 No effect
3 No effect
4 No effect
5 Critical
6 Critical

REACTION TABLE OP2:


OOZE BEHEMOTHS
1d6 AI Phase
1 No effect
2 No effect
3 No effect
4 Critical
5 Critical
6 Group Critical

REACTION TABLE OP3:


OOZE QUEEN
1d6 AI Phase
1 No effect
2 No effect
3 Critical
4 Critical
5 Group Critical
6 Group Critical
REACTION TABLE GO1: REACTION TABLE GO3:
GREY STILETTO FIGHTER GREY BLADESHIP
1d6 AI Phase 1d6 AI Phase
Move 1 zone towards zone of Move 1 zone towards zone of
1 origin, diminish next reaction 1 origin, diminish next reaction
roll roll
Move 1 zone towards zone of Move 1 zone towards zone of
2 2
origin origin
3 Hold position; critical 3 Hold position; group critical
4 Hold position Move 1 zone towards nearest
4
foe
Move 1 zone towards nearest
5
foe; critical Move 1 zone towards nearest
5
foe; group critical
Move 2 zones towards nearest
6
foe, critical Move 2 zones towards nearest
6
foe, critical
REACTION TABLE GO2:
GREY SHADOW CRUISER
1d6 AI Phase
Move 1 zone towards zone of
1 origin, diminish next reaction
roll
Move 1 zone towards zone of
2
origin
3 Hold position; group critical
4 Hold position
Move 1 zone towards nearest
5
foe; critical
Move 2 zones towards nearest
6
foe, critical
REACTION TABLE GP1:
GREY LEGION
1d6 AI Phase
1 No effect
2 No effect
3 No effect
4 No effect
5 No effect
6 Critical

REACTION TABLE GP2:


LIGHT WALKERS
1d6 AI Phase
1 No effect
2 No effect
3 No effect
4 No effect
5 Critical
6 Group Critical

REACTION TABLE GP3:


HEAVY WALKERS
1d6 AI Phase
1 No effect
2 No effect
3 No effect
4 Critical
5 Group Critical
6 Group Critical
REACTION TABLE LO1: REACTION TABLE LO3:
LEONID PANTHER SCOUT LEONID LIONSHIP
1d6 AI Phase 1d6 AI Phase
Move 1 zone towards zone of Move 1 zone towards zone of
1 1
origin origin

2 Hold position 2 Hold position

3 Hold position; critical 3 Hold position; group critical


Move 1 zone towards nearest Move 1 zone towards nearest
4 4
foe foe
Move 1 zone towards nearest Move 1 zone towards nearest
5 5
foe; critical foe; group critical
Move 2 zones towards nearest Move 2 zones towards nearest
6 6
foe, critical foe, critical

REACTION TABLE LO2:


LEONID CHEETAH CORVETTE
1d6 AI Phase
Move 1 zone towards zone of
1
origin

2 Hold position

3 Hold position; group critical


Move 1 zone towards nearest
4
foe
Move 1 zone towards nearest
5
foe; critical
Move 2 zones towards nearest
6
foe, critical
REACTION TABLE LP1:
JAGUAR INFANTRY
1d6 AI Phase
1 No effect
2 No effect
3 No effect
4 No effect
5 Critical
6 Critical

REACTION TABLE LP2:


TIGER INFANTRY
1d6 AI Phase
1 No effect
2 No effect
3 No effect
4 No effect
5 Critical
6 Group Critical

REACTION TABLE LP3:


LEONID ROYALS

1d6 AI Phase
1 No effect
2 No effect
3 No effect
4 Critical
5 Group Critical
6 Group Critical
REACTION TABLE MO1: REACTION TABLE MO3:
JUNK FIGHTER BATTLE BARGE

1d6 AI Phase 1d6 AI Phase


1 Hold position 1 Hold position
2 Hold position 2 Hold position
3 Hold position; critical 3 Hold position; group critical
Move 1 zone towards nearest Move 1 zone towards nearest
4 4
foe foe
Move 1 zone towards nearest Move 1 zone towards nearest
5 5
foe; critical foe; group critical
Move 2 zones towards nearest Move 2 zones towards nearest
6 6
foe, critical foe, critical

REACTION TABLE MO2:


SCRAP GUNSHIP
1d6 AI Phase

1 Hold position

2 Hold position
3 Hold position; group critical
Move 1 zone towards nearest
4
foe
Move 1 zone towards nearest
5
foe; critical
Move 2 zones towards nearest
6
foe, critical
REACTION TABLE MP1:
RUFFIANS
1d6 AI Phase
1 No effect
2 No effect
3 No effect
4 No effect
5 No effect
6 Critical

REACTION TABLE MP2:


BRUTES
1d6 AI Phase
1 No effect
2 No effect
3 No effect
4 No effect
5 Critical
6 Critical

REACTION TABLE LP3:


GANGSTERS
1d6 AI Phase
1 No effect
2 No effect
3 No effect
4 Critical
5 Critical
6 Group Critical
REACTION TABLE AB1:
BUGS
1d6 AI Phase
1 No effect
2 No effect
3 No effect
4 No effect
5 No effect
6 Critical

REACTION TABLE OP2:


BEASTS
1d6 AI Phase
1 No effect
2 No effect
3 No effect
4 No effect
5 Critical
6 Group Critical

REACTION TABLE OP3:


SPITTERS
1d6 AI Phase
1 No effect
2 No effect
3 No effect
4 No effect
5 Critical
6 Group Critical
Ship Tables
SHIP CHASSIS
Chassis Description Cost
+3 hull
Scout Chassis 3 RP
+3 systems
+4 hull
Fighter Chassis 4 RP
+4 systems
+5 hull
Barge Chassis 6 RP
+3 systems
+6 hull
Freighter Chassis 7 RP
+4 systems
+5 hull
Frigate Chassis 7 RP
+5 systems
+5 hull
Corvette Chassis 9 RP
+6 systems
+ 8 hull
Destroyer Chassis 8 RP
+ 6 systems
+6 hull
Cruiser Chassis 8 RP
+8 systems
+10 hull
Battleship Chassis 10 RP
+ 8 systems
+12 hull
Flagship Chassis 15 RP
+10 systems
SHIP EQUIPMENT: SHIELDS AND ENGINES
Type Description Cost
Use – battle phase
Perseus Shields Cost - 2 system points 3 RP
Effect - gain 2 save
Use –battle phase
Aegis Shields Cost – 3 system points 4 RP
Effect – gain 3 save
Use – battle phase
Ajax Shields Cost – 5 systems points 5 RP
Effect – gain 4 save

Use – action phase


Nero Engines Cost – 3 systems points 2 RP
Effect – move one zone
Use – action phase
Coronus Engines Cost – 5 systems points 3 RP
Effect – move up to two zones
Use – action phase
Orpheus Engines Cost –6 systems points 4 RP
Effect – move up to three zones
Use - passive
Cost - N/A
Masterwork Engines 5 RP
Effect – reduce the systems cost of existing
engines (warp cores excluded) by 1 point
Use – action phase
Warp Core Cost – 8 systems points 10 RP
Effect – move to any zone

Note: unlike character armor, you may combine ship shields and
engines at will
SHIP EQUIPMENT: WEAPONRY
Type Description Cost
Use: battle phase
Cyclops Cannons Cost: 1 systems point 4 RP
Effect: roll d3/d3 damage against 1 target
Use: battle phase
Minotaur Cannons Cost: 1 systems point 6 RP
Effect: roll d6/d6 damage against 1 target
Use: battle phase
Kraken Cannons Cost: 2 systems points 7 RP
Effect: roll d6+1/d6+1 damage against 1 target
Use: battle phase
Pluto Lasers Cost: 2 systems points 3 RP
Effect: roll d3/d3 damage against 1 target
Use: battle phase
Neptune Lasers Cost: 2 systems points 4 RP
Effect: roll d6/d6 damage against 1 target
Use: battle phase
Jupiter Lasers Cost: 3 systems points 6 RP
Effect: roll d6+1/d6+1 damage against 1 target
Use: battle phase
Tungsten Bombs Cost: 2 systems points 4 RP
Effect: roll -/d6 damage against a single target
Use: battle phase
Neutron Bombs Cost: 2 systems points 6 RP
Effect: roll -/2d6 damage against a single target
Use: battle phase
Cost: 1 systems point
Targeting Beam Effect: pick a unit and roll a d6. on a 4+ 2 to every 3 RP
damage roll against that unit this turn
SHIP EQUIPMENT: SUPPLEMENTAL
Type Description Cost
Use: passive
Improved systems Effect: add 1 to ship systems points 3 RP
May be purchased twice
Use: passive
Improved hull Effect: add 1 to ship hull points 4 RP
May be purchased twice
Use: battle phase
Orion sights Cost: 2 systems points 3 RP
Effect;: add 1d3 to this ship’s damage rolls this turn
Use: action phase
Orbital probes Cost: 2 systems points 6 RP
Effect: conduct an Orbital Probe action in your zone
Use: action phase
Cost: 2 systems points
Planetary probes 6 RP
Effect: make a1d6 Planetary Probe roll on a planet in your
zone,
Use: action phase
Extractors Cost: 4 systems points 8 RP
Effect: conduct an extraction action on a planet in your zone,
Use: action phase
Cost: 5 systems points
Improved extractors 14 RP
Effect: conduct an extraction action with an additional die on a
planet in your zone,
Use: battle phase/action phase
Repair bots Cost: 2 systems points 4 RP
Effect: make a 1d6 Repair roll on this ship
Use: battle phase or action phase
Improved repair bots Cost: 3 systems points 6 RP
Effect: make a 2d6 Repair roll on this ship
Use: battle phase
Boarding pods Cost: 2 systems points 3 RP
Effect: allows boarding actions
Note: a ship may not have duplicates of supplemental equipment
Character Tables
CHARACTER BACKGROUNDS
Type Description Cost
+1 health
Pilot
+2 quality 2 XP
Background
Move 1 extra zone when activating engines
+2 health
Soldier
+2 quality 2 XP
Background
Add 1 die to planetary damage rolls
+1 health
Diplomat
+2 quality 2 XP
Background
Add 2 dice to diplomacy rolls
+1 health
Engineer +3 quality
2 XP
Background Add 1d3 to extraction results
Add 1 to ship systems
+1 health
Academy
+2 quality 2 XP
Background
Add 2 dice to planning rolls
+1 health
Scientist
+2 quality 2 XP
Background
Add 2 dice to Joint Venture and Pandemic event rolls
+2 health
Crew Chief
+2 quality 2 XP
Background
Add 2 dice to ship repair rolls

Note: a character may not have more than two backgrounds when
initially requisitioned, and never more than three.
CHARACTER ABILITIES: PASSIVE

Type Description Cost

Add 1 to health points.


Hardy 5 XP
May be purchased twice per character.
Skilled Add 1 to quality points 5 XP

Tough Add 1 to personal save 5 XP

Trooper Add 1 to planetary damage rolls 5 XP

Ace Add 1 ship damage rolls 5 XP

Smooth talker Add 1 die to all diplomacy rolls 5 XP

Strategist Add 1 die to planning rolls 5 XP

Extraction expert Add 1d3 to extraction rolls 5 XP

Data wiz Add 1 die to probe rolls 5 XP

Point guard Add 1 die to patrol rolls 5 XP

Mechanic Add 1 die to repair rolls 5 XP

Last chance Add 1 die to personal and ship elimination rolls 5 XP


Subtract 1 from planetary hostility and Pandemic damage
Survivalist 5 XP
dice
Take another background, paying its XP cost.
Careerist Character may not have more than 3 backgrounds, and 5 XP
not more than 2 when initially recruited.
Pick a faction. Add 1 die to diplomacy, reaction, and
Xenostudies 5 XP
planning rolls involving that faction
Pick a diplomatic event. Add 1 die to diplomacy, reaction,
Advanced training 5 XP
and planning rolls involving that event
Pick a planet type. Add 1 die (d3 in case of extraction) to
Homeworlder 5 XP
all rolls on that planet type
Pick a ship or personal weapon. Add 1 to your damage
Weapons mastery 5 XP
when using that weapon. May be purchased twice.

Note: a character may not purchase an ability more than once unless otherwise noted or in
cases of picking different factions, events, etc. for single ability.
CHARACTER ABILITIES: ACTIVE
Type Description Cost

Use: action phase/battle phase


First aid Cost: 2 quality points 5 XP
Effect: heal a character in the same theater for d3 health

UNIVERSAL ABILITIES (ALL ACTIVE)


Ability Description
Use: action phase
Cost: 2 quality points
Diplomacy
Effect: roll 1d6 to resolve a diplomatic event or hostage negotiation in
your zone
Use: action phase
Patrol Cost: 2 quality points
Effect: roll 1d6 on the Orbital or Planetary Patrol Table
Use: action phase/battle phase
Plan Cost: 2 quality points
Effect: bank 1 planning point
Use: action phase/battle phase
Tactics Cost: 2 quality point
Effect: roll 1d6 on the Tactics table
Use: action phase/battle phase
Repair Cost: 2 quality points
Effect: roll 1d6 on the Repair Table
Use: action phase
Heal/Recover Cost: 1 quality point
Effect: regain d3 health points or quality points
Use: action phase/battle phase
Redeploy Cost: 2 quality points
Effect: move to a different planet or friendly ship in the same zone
Use: battle phase
Grapple Cost: 1 quality point
Effect: deal -/1 damage against a single target
Use: battle phase
Take Cover Cost: 1 quality point
Effect: gain +1 save for 1 turn
CHARACTER EQUIPMENT: WEAPONS
Weapon Description Cost
Use: battle phase
Cost: 2 quality points
Effect: roll -/d6+2 damage against 1 target. After resolving damage, that unit
Light sword 10 RP
attacks you immediately in return.
Also gain 2 save for one battle turn. If you make any saves next turn, roll that
many damage dice in return
Use: battle phase
Sidearm Cost: 1 quality point 1 RP
Effect: roll -/d2 damage against 1 target
Use: battle phase
Magnum Cost: 2 quality points 2 RP
Effect: roll -/d3 damage against 1 target
Use: battle phase
Laser Pistol Cost: 1 quality point 3 RP
Effect: roll -/d6 damage against 1 target
Use: battle phase
SMG Cost: 1 quality point 2 RP
Effect: roll -/d3 damage against 2 targets
Use: battle phase
Cost: 2 quality points
Shotgun 2 RP
Effect: roll -/d6 damage against 1 target or roll -/d3 damage against 2 targets.
Use the same damage roll against both in the latter case
Use: battle phase
Carbine Cost: 1 quality point 2 RP
Effect: roll -/d6 damage against 1 target
Use: battle phase
Battle Laser Cost: 2 quality points 4 RP
Effect: roll d2/d6+1 damage against 1 target
Use: battle phase
Sniper Rifle Cost: 3 quality points 5 RP
Effect: roll d2/d6+3 damage against 1 target
Use: battle phase
Heavy Machine
Cost: 3 quality points 5 RP
Gun
Effect: roll d2/d6+2 damage against 2targets
Use: battle phase
Rocket launcher Cost: 3 quality points 6 RP
Effect: roll d3/d6+3 damage against 1 target
CHARACTER EQUIPMENT: WEAPONS, CONT’D
Use: battle phase
Laser cannon Cost: 4 quality points 8 RP
Effect: roll d6/d6+3 damage against 1 target

Use: battle phase, one use only


Grenade Cost: 2 quality points 1 RP
Effect: roll d2/2d6 damage against 1 target

Use: battle phase, one use only


Cost: 2 quality points
Flashbang Effect: roll d2/d6 damage against 1 target. If you score a hit, do not deal 1 RP
damage, but roll directly on the Critical Table

Use: battle phase


Cost: 2 quality points
Targeting Beam Effect: pick a target and roll a d6. On a 4+, add 2 damage for all others 3 RP
targeting that unit this round

CHARACTER EQUIPMENT: ARMOR


Type Description Cost
Use: passive
Light Armor 1 RP
Effect: gain 2 save
Use: passive
Medium armor 2 RP
Effect: gain 3 save
Use: battle phase
Heavy armor Cost: 1 quality point 3 RP
Effect: gain 4 save
Use: passive
Power armor 6 RP
Effect: gain 4 save
Use: passive
Hostility Gear 2 RP
Effect: gain 2 save against planetary hostility damage
Use: passive
Pandemic Gear 2 RP
Effect: gain 2 save against Pandemic damage

Note: you may only use one piece of armor’s save bonus per battle turn, i.e. you can’t stack a light armor + heavy
armor save bonus
CHARACTER EQUIPMENT CONTINUED

Types Description Cost


Use: action/battle phase, one use only 1 RP
Cost: 2 quality points
Medpak
Effect: restore 1d6 health points for this character or a character
on the same ship or planet
Use: action/battle phase, one use only 1 RP
Stimpak Cost: 2 quality points
Effect: gain 1d3 temporary quality points
Use: passive 6 RP
Diplomatic kit Effect: pick a faction or event when you purchase. Add 1 to
diplomacy and reaction rolls involving that faction or event
Use: action phase 10 RP
Extractors Cost: 4 quality points
Effect: conduct an extraction action on your planet
Use: action phase
Planetary Probes Cost: 3 quality points 8 RP
Effect: conduct a Planetary Probe action
Use: passive
Repair Kit 6 RP
Effect: add 1 die to repair rolls
Use: passive 6 RP
Tactician’s kit
Effect: add 1 die to planning rolls
Use: passive 4 RP
Effect: pick a weapon you own. Add 1 to your damage rolls
Masterwork Weapon
when using that weapon. This bonus will not create orbital
damage, but will augment it if it’s already there
Use: passive 4 RP
Masterwork Armor Effect: pick a piece of armor you own. Add 1 to that armor’s save
bonus
REWARDS
Condition Reward
Survive a battle 1 XP
Win a battle 1 XP, 1 Prestige
Eliminate or capture an enemy unit According to unit profile
Eliminate a Warranted unit or conduct an
+1 Prestige
Ordered action
Conduct a patrol, construction, or
1 XP
diplomatic action
End a game session 1 Prestige
Survive an elimination result 1 XP, 1 Prestige

STRUCTURE UPGRADES
Upgrade Type Description Cost
Improved planetary defenses +2 planetary attack damage 3 RP
Fortifications +2 save 3 RP
Hardened +1 hull point 3 RP
Improved orbital defenses +2 orbital attack damage 3 RP
+1 orbital attack damage
Improved defenses 5 RP
+1 planetary attack damage
Improved extractors +1 extraction die on this planet 5 RP
Sentry stations +1 patrol die on this planet 5 RP
Recon drones +1 probe die on this planet 5 RP
Note: a structure may not have duplicates of upgrades
OOZE TECH
Tech Description Cost

Use: battle phase


Slime Cannons Cost: 3 systems points 4 OT
Effect: roll d6+1/d6+1 damage against 1target

Use: battle phase


Cost: 4 systems points
Adaptive Shields 5 OT
Effect: add 2 save. If you save damage this turn,
add 1 to your save for the duration of the battle

Use: battle phase


Cost: 2 systems points
Pox Bombs Effect: roll -/d6-2 damage against 1 target. If you 5 OT
deal damage, place a Pandemic event on this
planet

Use: battle phase


Plasma Missiles Cost: 3 systems points 5 OT
Effect: roll d6+2/d6+2 damage against 1 target

Use: action phase/battle phase, one use only


Ooze health pak Cost: 2 quality points 2 OT
Effect: restore 1d6 health

Use: action phase


Ooze antibodies Cost: 3 quality points 6 OT
Effect: permanently gain 1 health point

Pay in the Requisition Phase to remove the half- OT equal to ship’s maximum
Ship conversion
systems modifier from captured Ooze ships systems points
GREY TECH
Tech Description Cost
Use: battle phase
Cost: 4 systems points
Effect: gain 2 save for 1 battle turn. If
Grey shields you save damage this turn, subtract 4 GT
2 from subsequent damage rolls this
turn
Use: battle phase
Cost: 1 quality point
Effect: gain 2 save for 1 battle turn. If
Grey armor you save damage this turn, subtract 3 GT
2 from subsequent damage rolls this
turn
Use: battle phase
Cost: 3 systems points
Switchblade Lasers 4 GT
Effect: roll d6/d3 damage against 1
target
Use: battle phase
Cost: 3 systems points
Repeating Laser Rifle 3 GT
Effect: roll d2/d6+1 damage against
2 targets
Use: battle phase
Cost: 3 systems points
EMP Missiles Effect: roll d3/- damage against 1 5 GT
target. If you deal damage, the target
may not make saving rolls this turn
Use: battle phase
Cost: 10 systems points
Effect: roll 3d6/3d6 damage against
1 target. If you deal damage to a
planetary unit, roll 1d6. If you roll a 1-
Planetkiller Laser 3, the planet is removed from the 20 GT
game and everything on it is
eliminated. Roll d6 damage against
every unit left in the zone except
your ship. If the planet is unoccupied,
this happens automatically
Pay in the Requisition Phase to
GT equal to ship’s maximum systems
Ship conversion remove the half-systems modifier
points
from captured ooze ships
LEONID TECH
Tech Description Cost
Use: action/battle phase, one use only
Leonid Stimpak Cost: 2 quality points 2 LT
Effect: gain 1d6 temporary quality points
Use: battle phase
Cost: 2 quality points
Power Claws Effect: roll -/d6+1 damage against 1 5 LT
target. After resolving damage, that unit
attacks you immediately in return.
Use: battle phase
Cost: 2 systems points
Explosive boarding pods Effect: initiate a boarding action, also 6 LT
rolling d6 damage against the target
ship and enemy units on board
Use: battle phase, one use only
Cost: 2 quality points
CLAW grenade 2 LT
Effect: roll -/2d6 damage against 1
target
Use: battle phase
Cost: 2 quality points
Leonid crossbow 4 LT
Effect: roll d2/d6+2 damage against 1
target
Use: battle phase
Cost: 2 systems points
Camouflage armor 6 LT
Effect: if you do not make an attack
after activating this armor, gain 3 save
Pay in the Requisition Phase to remove
LT equal to ship’s maximum
Ship conversion the half-systems modifier from captured
systems points
ooze ships
APPENDIX: UNIT TEMPLATES
THE DIRECTORATE
THE STATION
Equipment Description
+12 hull
Station Chassis
+12 systems
Use – battle phase
Ajax Shields Cost – 4 systems points
Effect – gain 4 save
Use – battle phase
Aegis Shields Cost – 3 system points
Effect – gain 3 save
Use: battle phase
Minotaur Cannons Cost: 2 systems points
Effect: roll d6/d6 damage against 1 target
Use: battle phase
Jupiter Lasers Cost: 4 systems points
Effect: roll 2d6/2d6 damage against 1 target
Use: battle phase
Boarding pods Cost: 3 systems points
Effect: initiate a boarding action

Note: the Station may not move or use engines, and its zone can’t be
explored, but other upgrades work normally.

ANA CLASS SCOUT


Equipment Description Cost
+3 hull
Scout Chassis 3 RP
+3 systems
Use – battle phase
Perseus Shields Cost - 2 system points 3 RP
Effect - gain 2 save
Use – action phase
Nero Engines Cost – 3 systems points 3 RP
Effect – move one zone
Use: battle phase
Pluto Lasers Cost: 2 systems points 3 RP
Effect: roll d3/d3 damage against 1 target
Use: action phase
Orbital Probes Cost: 2 systems points 6 RP
Effect: conduct an orbital probe action
Use: action phase
Planetary Probes Cost: 2 systems points 6 RP
Effect: conduct a planetary probe action
THE DIRECTORATE, CONT’D
MULOS CLASS FIGHTER
Equipment Description Cost
+4 hull
Fighter Chassis 4 RP
+4 systems
Use – battle phase
Perseus Shields Cost – 2 system points 3 RP
Effect – gain 2 save
Use – action phase
Nero Engines Cost – 3 systems points 2 RP
Effect – move one zone
Use: battle phase
Pluto Lasers Cost: 2 systems points 3 RP
Effect: roll d3/d3 damage against 1 target
Use: battle phase
Orion sights Cost: 2 systems points 3 RP
Effect;: add 1 to this ship’s damage rolls this turn
Use: battle phase
Tungsten Bombs Cost: 2 systems points 4 RP
Effect: roll -/d6 damage against a single target

DAGDA CLASS BARGE


Equipment Description Cost
+5 hull
Barge Chassis 6 RP
+3 systems
Use – battle phase
Perseus Shields Cost - 2 system points 3 RP
Effect - gain 2 save
Use – action phase
Nero Engines Cost – 3 systems points 2 RP
Effect – move one zone
Use: battle phase
Minotaur Cannons Cost: 2 systems points 4 RP
Effect: roll d6/d6 damage against 1 target
Use: action phase
Extractors Cost: 3 systems points 8 RP
Effect: conduct an extraction action on a planet in your zone,
THE DIRECTORATE, CONT’D
LORENA CLASS FRIGATE
Equipment Description Cost
+5 hull
Frigate Chassis 7 RP
+5 systems
Use –battle phase
Aegis Shields Cost – 3 system points 4 RP
Effect – gain 3 save for 1 turn
Use – action phase
Coronus Engines Cost – 5 systems points 3 RP
Effect – move up to two zones
Use: battle phase
Neptune Lasers Cost: 3 systems points 4 RP
Effect: roll d6/d6 damage against 1 target
Use: action phase
Orbital probes Cost: 2 systems points 6 RP
Effect: conduct an Orbital Probe action in your zone
Use: battle phase
Cyclops Cannons Cost: 2 systems points 3 RP
Effect: roll d3/d3 damage against 1 target

TARANIS CLASS CORVETTE

Equipment Description Cost


+5 hull
Corvette Chassis 9 RP
+6 systems
Use – battle phase
Aegis Shields Cost – 2 system points 3 RP
Effect – gain 3 save for 1 turn
Use – action phase
Coronus Engines Cost – 5 systems points 3 RP
Effect – move up to two zones
Use: battle phase
Neptune Lasers Cost: 3 systems points 4 RP
Effect: roll d6/d6 damage against 1 target
Use: battle phase
Cost: 1 systems point
Targeting Beam 3 RP
Effect: pick a target and roll a d6. If you score a 4+, add two
to damage rolls for all others targeting that unit this round
THE DIRECTORATE, CONT’D
CATURIX CLASS DESTROYER
Equipment Description Cost
+ 8 hull
Destroyer Chassis 8 RP
+ 6 systems
Use – battle phase
Ajax Shields Cost – 5 systems points 5 RP
Effect – gain 4 save
Use – action phase
Nero Engines Cost – 3 systems points 2 RP
Effect – move one zone
Use: battle phase
Neptune Lasers Cost: 3 systems points 4 RP
Effect: roll d6+1/d6+1 damage against 1 target
Use: battle phase
Minotaur Cannons Cost: 2 systems points 4 RP
Effect: roll d6/d6 damage against 1 target
Use: battle phase
Tungsten Bombs Cost: 2 systems points 4 RP
Effect: roll -/d6 damage against a single target

AERON CLASS BATTLESHIP


Equipment Description Cost
+10 hull
Battleship Chassis 10 RP
+ 8 systems
Use – once per battle phase
Ajax Shields Cost – 5 systems points 5 RP
Effect – gain 4 save
Use –battle phase
Aegis Shields Cost – 3 system points 4 RP
Effect – gain 3 save
Use – action phase
Coronus Engines Cost – 5 systems points 3 RP
Effect – move up to two zones
Use: player battle phase
Orion Sights Cost: 2 systems points 3 RP
Effect;: add 1 to damage rolls this turn
Use: battle phase
Kraken Cannons Cost: 3 systems points 6 RP
Effect: roll 2d6/2d6 damage against 1 target
Use: battle phase
Neptune Lasers Cost: 3 systems points 4 RP
Effect: roll d6/d6 damage against 1 target
Use: battle phase
Neutron Bombs Cost: 2 systems points 5 RP
Effect: roll -/2d6 damage against a single target
THE DIRECTORATE, CONT’D
STATION CHIEF
Equipment/Ability Description Cost
+1 health
Pilot Background +2 quality 2 XP
Add 2 to ship save

+1 health
+2 quality
Diplomat Background Add 2 dice to diplomacy rolls 2 XP
Add 1 die to tactics rolls
Use: battle phase
Sidearm Cost: 1 quality point 1 RP
Effect: roll -/d2 damage against 1 target
Use: passive
Light Armor 1 RP
Effect: gain 2 save
Use: action/battle phase, one use only
Cost: 2 quality points
Medpak 1 RP
Effect: restore 1d6 health points for this character or a
character on the same ship or planet
THE DIRECTORATE, CONT’D
WING COMMANDER
Equipment/Ability Description Cost
+1 health
Pilot Background +2 quality 2 XP
Add 2 to ship save

+1 health
Academy +2 quality
2 XP
Background Add 2 dice to planning rolls
Add 1 die to diplomacy rolls

Ace Add 1 die to ship damage rolls 5 XP

Use: battle phase


Sidearm Cost: 1 quality point 1 RP
Effect: roll -/d2 damage against 1 target
Use: passive
Light Armor 1 RP
Effect: gain 2 save

SPACE MARINE
Equipment/Ability Description Cost
+2 health
+2 quality
Soldier Background 2 XP
Add 1 die to planetary damage rolls
Add 1 to planning rolls
+1 health
Academy +2 quality
2 XP
Background Add 2 dice to planning rolls
Add 1 die to diplomacy rolls

Trooper Add 1 to personal damage dice 4 XP

Use: passive
Medium armor 2 RP
Effect: gain 3 save

Use: battle phase


Battle Laser Cost: 2 quality points 4 RP
Effect: roll d2/d6+1 damage against 1 target
Use: battle phase
SMG Cost: 1 quality point 2 RP
Effect: roll -/d3 damage against 2 targets
THE DIRECTORATE, CONT’D
SCIENTIST
Equipment/Ability Description Cost
+1 health
Scientist Background +2 quality 2 XP
Add 2 dice to Joint Venture and Pandemic event rolls
Use: battle phase
Sidearm Cost: 1 quality point 1 RP
Effect: roll -/d2 damage against 1 target

Use: passive
Light Armor 1 RP
Effect: gain d3 save

Use: passive
Hostility Gear 2 RP
Effect: gain 2 to save rolls against planetary hostility damage

DIPLOMAT

Equipment/Ability Description Cost


+1 health
+2 quality
Diplomat 2 XP
Add 2 dice to diplomacy rolls
Add 1 die to tactics rolls
Use: battle phase
Sidearm Cost: 1 quality point 1 RP
Effect: roll -/d2 damage against 1 target

Use: passive
Light Armor 1 RP
Effect: gain 2 save
THE DIRECTORATE, CONT’D
ENGINEER
Equipment/Ability Description Cost

+1 health
+3 quality
Engineer Background Add 1d3 to extraction results 2 XP
Add 1 to ship systems

Use: battle phase


Sidearm Cost: 1 quality point 1 RP
Effect: roll -/d2 damage against 1 target

Use: passive
Light Armor 1 RP
Effect: gain d3 save

PILOT
Equipment/Ability Description Cost
+1 health
Pilot Background +2 quality 2 XP
Add 2 to ship save
Use: battle phase
Sidearm Cost: 1 quality point 1 RP
Effect: roll -/d2 damage against 1 target

Use: passive
Light Armor 1 RP
Effect: gain 2 save
THE DIRECTORATE, CONT’D
SOLDIER
Equipment/Ability Description Cost
+2 health
+2 quality
Soldier Background 2 XP
Add 1 die to planetary damage rolls
Add 1 to planning rolls
Use: passive
Medium armor 2 RP
Effect: gain 3 save

Use: battle phase


Carbine Cost: 1 quality point 2 RP
Effect: roll -/d6 damage against 1 target
Use: battle phase
Sidearm Cost: 1 quality point 1 RP
Effect: roll -/d2 damage against 1 target

CREW CHIEF
Equipment/Ability Description Cost
+2 health
Crew Chief Background +2 quality 2 XP
Add 2 dice to ship repair rolls
Use: battle phase
Sidearm Cost: 1 quality point 1 RP
Effect: roll -/d2 damage against 1 target
Use: passive
Light Armor Cost: none 2 RP
Effect;: gain 2 save

Use: passive
Repair Kit 6 RP
Effect: add 1 die to repair rolls
THE GREY
STILETTO FIGHTER
Equipment Description
+2 hull
Stiletto Fighter Chassis
+4 systems
Use – battle phase
Perseus Shields Cost - 2 system points
Effect - gain 2 save
Use – action phase
Nero Engines Cost – 3 systems points
Effect – move one zone
Use: battle phase
Switchblade Lasers Cost: 3 systems points
Effect: roll d6/d6 damage against 1 target

SHADOW CRUISER
Equipment Description
+6 hull
Cruiser Chassis
+8 systems
Use: battle phase
Cost: 4 systems points
Grey shields Effect: gain 2 save for 1 battle turn. If you save
damage this turn, subtract 2 from subsequent
damage rolls this turn
Use – action phase
Coronus Engines Cost – 5 systems points
Effect – move up to two zones
Use: battle phase
Switchblade Lasers Cost: 3 systems points
Effect: roll d6/d3 damage against 1 target
Use: battle phase
Cost: 3 systems points
EMP Missiles
Effect: roll d3/- damage against 1 target. If you deal
damage, the target may not make saves this turn
THE GREY, CONT’D
BLADESHIP
Equipment Description
+10 hull
Battleship Chassis
+ 8 systems
Use: battle phase
Cost: 4 systems points
Grey shields Effect: gain 2 save for 1 battle turn. If you save
damage this turn, subtract 2 from subsequent
damage rolls this turn
Use – once per battle phase
Ajax Shields Cost – 5 systems points
Effect – gain 4 save for 1 battle turn
Use – action phase
Coronus Engines Cost – 5 systems points
Effect – move up to two zones
Use: battle phase
Switchblade Lasers Cost: 3 systems points
Effect: roll d6/d3 damage against 1 target
Use: battle phase
Cost: 3 systems points
EMP Missiles
Effect: roll d3/- damage against 1 target. If you deal
damage, the target may not make saves this turn
THE OOZE
ZIT FIGHTER
Equipment Description
+4 hull
Fighter Chassis
+4 systems
Use – action phase
Nero Engines Cost – 3 systems points
Effect – move one zone
Use: battle phase
Slime Cannons Cost: 3 systems points
Effect: roll d6+1/d6+1 damage against 1 target
Use: battle phase
Cost: 4 systems points
Adaptive Shields Effect: gain 2 save for 1 battle turn. If you save
damage this turn, add 2 to your save rolls for the
duration of the battle

WARTCRAFT
Equipment Description
+6 hull
Wartcraft Chassis
+4 systems
Use – action phase
Nero Engines Cost – 3 systems points
Effect – move one zone
Use: battle phase
Slime Cannons Cost: 3 systems points
Effect: roll d6+1/d6+1 damage against 1 target
Use: battle phase
Cost: 4 systems points
Adaptive Shields Effect: gain 2 save for 1 battle turn. If you save
damage this turn, add 2 to your save rolls for the
duration of the battle
Use: battle phase
Cost: 2 systems points
Pox Bombs
Effect: roll -/d6-2 damage against 1 target. If you deal
damage, place a Pandemic event on this planet
Use –battle phase
Aegis Shields Cost – 3 system points
Effect – gain 3 save
THE OOZE, CONT’D
HIVESHIP
Equipment Description
+10 hull
Battleship Chassis
+8 systems
Use – action phase
Nero Engines Cost – 3 systems points
Effect – move one zone
Use: battle phase
Slime Cannons Cost: 3 systems points
Effect: roll d6+1/d6+1 damage against 1target
Use: battle phase
Cost: 4 systems points
Adaptive Shields Effect: gain 2 save for 1 battle turn. If you save
damage this turn, add 2 to your save rolls for the
duration of the battle
Use: battle phase
Cost: 2 systems points
Pox Bombs
Effect: roll -/d6-2 damage against 1 target. If you deal
damage, place a Pandemic event on this planet
Use – once per battle phase
Ajax Shields Cost – 5 systems points
Effect – gain 4 save
Use: battle phase
Plasma Missiles Cost: 3 systems points
Effect: roll d6+2/d6+2 damage against 1 target
THE LEONID HEGEMONY
PANTHER SCOUT
Equipment Description
+4 hull
Panther Scout Chassis
+3 systems
Use: battle phase
Cost: 2 systems points
Camouflage armor
Effect: if you do not make an attack after activating
this armor, gain 3 save
Use – action phase
Nero Engines Cost – 3 systems points
Effect – move one zone
Use: battle phase
Minotaur Cannons Cost: 2 systems points
Effect: roll d6/d6 damage against 1 target
CHEETAH CORVETTE
Equipment Description
+6 hull
Cheetah Corvette Chassis
+6 systems
Use: battle phase
Cost: 2 systems points
Camouflage armor
Effect: if you do not make an attack after activating
this armor, gain 3 save
Use – action phase
Coronus Engines Cost – 4 systems points
Effect – move up to two zones
Use: battle phase
Minotaur Cannons Cost: 2 systems points
Effect: roll d6/d6 damage against 1 target
Use: battle phase
Kraken Cannons Cost: 3 systems points
Effect: roll 2d6/2d6 damage against 1 target
Use: battle phase
Cost: 2 systems points
Explosive boarding pods Effect: initiate a boarding action, also rolling d6
damage against the target ship and enemy units on
board
THE LEONID HEGEMONY, CONT’D
LIONSHIP
Equipment Description
+11 hull
Lionship Chassis
+8 systems
Use: battle phase
Cost: 2 systems points
Camouflage armor
Effect: if you do not make an attack after activating
this armor, gain 3 save
Use – action phase
Coronus Engines Cost – 5 systems points
Effect – move up to two zones
Use: battle phase
Minotaur Cannons Cost: 2 systems points
Effect: roll d6/d6 damage against 1 target
Use: battle phase
Kraken Cannons Cost: 3 systems points
Effect: roll 2d6/2d6 damage against 1 target
Use: battle phase
Cost: 2 systems points
Explosive boarding pods Effect: initiate a boarding action, also rolling d6
damage against the target ship and enemy units on
board
Use: battle phase
Orion sights Cost: 2 systems points
Effect;: add 1 to this ship’s damage rolls this turn
MARAUDERS
JUNK FIGHTER
Equipment Description
+4 hull
Junk Fighter Chassis
+3 systems
Use – battle phase
Perseus Shields Cost - 2 system points
Effect - gain 2 save
Use – action phase
Nero Engines Cost – 3 systems points
Effect – move one zone
Use: battle phase
Cyclops Cannons Cost: 2 systems points
Effect: roll d3/d3 damage against 1 target

SCRAP GUNSHIP
Equipment Description
+5 hull
Scrap Gunship Chassis
+3 systems
Use – battle phase
Perseus Shields Cost - 2 system points
Effect - gain 2 save
Use – action phase
Nero Engines Cost – 3 systems points
Effect – move one zone
Use: battle phase
Cyclops Cannons Cost: 2 systems points
Effect: roll d6/d6 damage against 1 target
Use: battle phase
Pluto Lasers Cost: 2 systems points
Effect: roll d3/d3 damage against 1 target
MARAUDERS, CONT’D
BATTLE BARGE
Equipment Description
+6 hull
Battle Barge Chassis
+3 systems
Use –battle phase
Aegis Shields Cost – 3 system points
Effect – gain 3 save
Use – action phase
Nero Engines Cost – 3 systems points
Effect – move one zone
Use: battle phase
Cyclops Cannons Cost: 2 systems points
Effect: roll d3/d3 damage against 1 target
Use: battle phase
Pluto Lasers Cost: 2 systems points
Effect: roll d3/d3 damage against 1 target
Use: battle phase
Kraken Cannons Cost: 3 systems points
Effect: roll 2d6/2d6 damage against 1 target
Use: battle phase
Cost: 2 systems points
Explosive boarding pods Effect: initiate a boarding action, also rolling d6
damage against the target ship and enemy units on
board
APPENDIX: PREMADE SCENARIOS
SCENARIO 1: MARAUDER INTERCEPT
BACKGROUND
Your squadron has encountered a small Marauder force in the depths of deep space.
Bring them to justice!
NOTES
This is a learn-to-play scenario focused on spaceship combat. This is only a battle—you
will play through one Battle Phase to complete the scenario.
FORCES
Player: 1 Mulos fighter, 1 Taranis corvette, 1 space marine, 1 crew chief, 1 wing
commander + 6 Prestige Points
Marauders: 1 junk fighter, 1 scrap gunship
VICTORY CONDITIONS
Eliminate the Marauder force.
SCENARIO 2: BUG PATROL
BACKGROUND
While on patrol, your away team encounters an angry colony of alien bugs.
NOTES
This is a learn-to-play scenario focused on land/space combat. This is only a battle—you
will play through one Battle Phase to complete the scenario.
FORCES
Player: 1 Lorena frigate, 1 space marine, 1 crew chief, 1 soldier + 6 Prestige Points
Bugs: 2 bugs, 1 bug beast, 1 bug spitter
Planet: Rocky, hostility 2
VICTORY CONDITIONS
Eliminate the Bug force
SCENARIO 3: HEGEMONY RISING
BACKGROUND
In a climactic engagement across multiple planets, you fight a desperate battle against
the Leonids.
NOTES
This is a learn-to-play scenario focused on land/space combat, boarding and landing,
and redeployment. This is only a battle—you will play through one Battle Phase to
complete the scenario.
FORCES
Player: 1 Lorena frigate, 1 Taranis corvette, 2 Mulos fighters, 1 space marine, 2 crew
chiefs, 3 soldiers, 1 wing commander, 1 pilot + 12 Prestige Points
you may choose how to deploy your forces
Leonids: On Planet A: 2 Leonid Royals
On Planet B: 1 Jaguar Infantry, 1 Tiger Infantry
In space: 1 Lionship, 1 Jaguar Corvette, 1 Panther Scout
Planet A: Ice, hostility 3
Planet B: Rocky: hostility -2
VICTORY CONDITIONS
Eliminate the Leonid force

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